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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.ShaderTools/Program.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.ShaderTools/Program.cs')
-rw-r--r--Ryujinx.ShaderTools/Program.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/Ryujinx.ShaderTools/Program.cs b/Ryujinx.ShaderTools/Program.cs
index 567083e4..39b9425c 100644
--- a/Ryujinx.ShaderTools/Program.cs
+++ b/Ryujinx.ShaderTools/Program.cs
@@ -36,7 +36,7 @@ namespace Ryujinx.ShaderTools
byte[] data = File.ReadAllBytes(args[^1]);
- string code = Translator.Translate(0, new GpuAccessor(data), flags).Code;
+ string code = Translator.CreateContext(0, new GpuAccessor(data), flags).Translate(out _).Code;
Console.WriteLine(code);
}