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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.
40 lines
No EOL
1.3 KiB
C#
40 lines
No EOL
1.3 KiB
C#
using Ryujinx.Graphics.Shader.Instructions;
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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class OpCodeTexture : OpCodeTextureBase, IOpCodeTexture
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{
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public Register Rd { get; }
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public Register Ra { get; }
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public Register Rb { get; }
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public bool IsArray { get; }
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public TextureDimensions Dimensions { get; }
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public int ComponentMask { get; }
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public TextureLodMode LodMode { get; protected set; }
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public bool HasOffset { get; protected set; }
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public bool HasDepthCompare { get; protected set; }
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public bool IsMultisample { get; protected set; }
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public new static OpCode Create(InstEmitter emitter, ulong address, long opCode) => new OpCodeTexture(emitter, address, opCode);
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public OpCodeTexture(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
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{
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Rd = new Register(opCode.Extract(0, 8), RegisterType.Gpr);
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Ra = new Register(opCode.Extract(8, 8), RegisterType.Gpr);
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Rb = new Register(opCode.Extract(20, 8), RegisterType.Gpr);
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IsArray = opCode.Extract(28);
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Dimensions = (TextureDimensions)opCode.Extract(29, 2);
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ComponentMask = opCode.Extract(31, 4);
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LodMode = (TextureLodMode)opCode.Extract(55, 3);
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}
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}
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} |