mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-26 19:52:31 +01:00
48f6570557
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.
23 lines
No EOL
489 B
C#
23 lines
No EOL
489 B
C#
namespace Ryujinx.Graphics.Shader.Decoders
|
|
{
|
|
interface IOpCodeTexture : IOpCode
|
|
{
|
|
Register Rd { get; }
|
|
Register Ra { get; }
|
|
Register Rb { get; }
|
|
|
|
bool IsArray { get; }
|
|
|
|
TextureDimensions Dimensions { get; }
|
|
|
|
int ComponentMask { get; }
|
|
|
|
int HandleOffset { get; }
|
|
|
|
TextureLodMode LodMode { get; }
|
|
|
|
bool HasOffset { get; }
|
|
bool HasDepthCompare { get; }
|
|
bool IsMultisample { get; }
|
|
}
|
|
} |