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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.
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@ -42,6 +42,7 @@ namespace Ryujinx.Ui
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[GUI] CheckButton _discordToggle;
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[GUI] CheckButton _checkUpdatesToggle;
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[GUI] CheckButton _vSyncToggle;
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[GUI] CheckButton _shaderCacheToggle;
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[GUI] CheckButton _multiSchedToggle;
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[GUI] CheckButton _ptcToggle;
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[GUI] CheckButton _fsicToggle;
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@ -182,6 +183,11 @@ namespace Ryujinx.Ui
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_vSyncToggle.Click();
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}
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if (ConfigurationState.Instance.Graphics.EnableShaderCache)
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{
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_shaderCacheToggle.Click();
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}
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if (ConfigurationState.Instance.System.EnableMulticoreScheduling)
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{
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_multiSchedToggle.Click();
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@ -528,6 +534,7 @@ namespace Ryujinx.Ui
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ConfigurationState.Instance.EnableDiscordIntegration.Value = _discordToggle.Active;
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ConfigurationState.Instance.CheckUpdatesOnStart.Value = _checkUpdatesToggle.Active;
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ConfigurationState.Instance.Graphics.EnableVsync.Value = _vSyncToggle.Active;
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ConfigurationState.Instance.Graphics.EnableShaderCache.Value = _shaderCacheToggle.Active;
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ConfigurationState.Instance.System.EnableMulticoreScheduling.Value = _multiSchedToggle.Active;
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ConfigurationState.Instance.System.EnablePtc.Value = _ptcToggle.Active;
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ConfigurationState.Instance.System.EnableFsIntegrityChecks.Value = _fsicToggle.Active;
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