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author | Mary <me@thog.eu> | 2020-11-13 00:15:34 +0100 |
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committer | GitHub <noreply@github.com> | 2020-11-13 00:15:34 +0100 |
commit | 48f6570557fc76496936514d94e3ccddf55ec633 (patch) | |
tree | ce455833899cb33a312e5853a7a3d191bb5d18d9 /Ryujinx.ShaderTools/Program.cs | |
parent | 7166e82c3cf1fd8cf2fce3281017ee88122684d8 (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.cs | 2 |
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); } |