Ryujinx-uplift/Ryujinx.Graphics.Gpu
Mary 48f6570557
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.
2020-11-13 00:15:34 +01:00
..
Engine Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
Image Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
Memory Use explicit buffer and texture bindings on shaders (#1666) 2020-11-08 12:10:00 +01:00
Shader Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
State Separate zeta from color formats (#1647) 2020-11-05 23:50:34 +01:00
Synchronization Improved Logger (#1292) 2020-08-04 01:32:53 +02:00
ClassId.cs Implement GPU syncpoints (#980) 2020-04-19 11:25:57 +10:00
Constants.cs Initial transform feedback support (#1370) 2020-07-15 13:01:10 +10:00
GpuContext.cs Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
GraphicsConfig.cs Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
MethodParams.cs Add XML documentation to Ryujinx.Graphics.Gpu 2020-01-09 02:13:00 +01:00
Ryujinx.Graphics.Gpu.csproj Salieri: shader cache (#1701) 2020-11-13 00:15:34 +01:00
ShadowRamControl.cs Implement MME shadow RAM (#987) 2020-03-13 12:30:26 +11:00
Window.cs Allow swizzles to match with "undefined" components (#1538) 2020-09-11 09:48:48 +10:00