Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.

Also assorted cleanup around the shader code.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2010-01-17 17:44:09 +00:00
parent f599fdcec5
commit 3e01152793
24 changed files with 551 additions and 265 deletions

View File

@ -99,8 +99,10 @@ public:
}
};
const char *GenerateVertexShader(u32 components, bool D3D);
void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components);
// components is included in the uid.
const char *GenerateVertexShaderCode(u32 components, bool D3D);
void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
extern VERTEXSHADERUID last_vertex_shader_uid;
#endif // GCOGL_VERTEXSHADER_H