mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-28 22:10:15 +00:00
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.
40 lines
No EOL
1.3 KiB
C#
40 lines
No EOL
1.3 KiB
C#
using Ryujinx.Graphics.Shader.Instructions;
|
|
|
|
namespace Ryujinx.Graphics.Shader.Decoders
|
|
{
|
|
class OpCodeTexture : OpCodeTextureBase, IOpCodeTexture
|
|
{
|
|
public Register Rd { get; }
|
|
public Register Ra { get; }
|
|
public Register Rb { get; }
|
|
|
|
public bool IsArray { get; }
|
|
|
|
public TextureDimensions Dimensions { get; }
|
|
|
|
public int ComponentMask { get; }
|
|
|
|
public TextureLodMode LodMode { get; protected set; }
|
|
|
|
public bool HasOffset { get; protected set; }
|
|
public bool HasDepthCompare { get; protected set; }
|
|
public bool IsMultisample { get; protected set; }
|
|
|
|
public new static OpCode Create(InstEmitter emitter, ulong address, long opCode) => new OpCodeTexture(emitter, address, opCode);
|
|
|
|
public OpCodeTexture(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
|
|
{
|
|
Rd = new Register(opCode.Extract(0, 8), RegisterType.Gpr);
|
|
Ra = new Register(opCode.Extract(8, 8), RegisterType.Gpr);
|
|
Rb = new Register(opCode.Extract(20, 8), RegisterType.Gpr);
|
|
|
|
IsArray = opCode.Extract(28);
|
|
|
|
Dimensions = (TextureDimensions)opCode.Extract(29, 2);
|
|
|
|
ComponentMask = opCode.Extract(31, 4);
|
|
|
|
LodMode = (TextureLodMode)opCode.Extract(55, 3);
|
|
}
|
|
}
|
|
} |