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authorMary <me@thog.eu>2020-11-13 00:15:34 +0100
committerGitHub <noreply@github.com>2020-11-13 00:15:34 +0100
commit48f6570557fc76496936514d94e3ccddf55ec633 (patch)
treece455833899cb33a312e5853a7a3d191bb5d18d9 /Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs
parent7166e82c3cf1fd8cf2fce3281017ee88122684d8 (diff)
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
Diffstat (limited to 'Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs')
-rw-r--r--Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs14
1 files changed, 14 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs b/Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs
new file mode 100644
index 00000000..0da1ca76
--- /dev/null
+++ b/Ryujinx.Graphics.Shader/Decoders/OpCodeTextureBase.cs
@@ -0,0 +1,14 @@
+using Ryujinx.Graphics.Shader.Instructions;
+
+namespace Ryujinx.Graphics.Shader.Decoders
+{
+ class OpCodeTextureBase : OpCode
+ {
+ public int HandleOffset { get; }
+
+ public OpCodeTextureBase(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
+ {
+ HandleOffset = opCode.Extract(36, 13);
+ }
+ }
+}