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https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-08-09 02:49:55 -04:00
Implemented shader cache preloading
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@@ -245,6 +245,16 @@ uint32_t ultramodern::RT64Context::get_display_framerate() {
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return app->presentQueue->ext.sharedResources->swapChainRate;
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}
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void ultramodern::RT64Context::load_shader_cache(std::span<const char> cache_binary) {
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// TODO figure out how to avoid a copy here.
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std::istringstream cache_stream{std::string{cache_binary.data(), cache_binary.size()}};
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if (!app->rasterShaderCache->loadOfflineList(cache_stream)) {
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printf("Failed to preload shader cache!\n");
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assert(false);
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}
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}
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RT64::UserConfiguration::Antialiasing ultramodern::RT64MaxMSAA() {
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return device_max_msaa;
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}
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