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authorechosys <echosys@noreply.localhost>2024-07-19 19:14:19 +0000
committerMike Lothian <mike@fireburn.co.uk>2024-12-20 15:24:58 +0000
commit08439ae74e5e18b770414f0451bc0b1c88480206 (patch)
tree29250d3c5968f571458fb790d9f579191d8ac61a /src/video_core/buffer_cache/buffer_cache.cpp
parent685f07c06850a551acec79182a503c4f9033fe27 (diff)
Add option to only optimize SPIRV during load (#13)
Adds a new option "On Load" to the "Optimize SPIRV output" option that turns on optimizations during the loading of the shader cache from disk, but turns it off after that. The previous checkbox states have been named "Never" for unchecked and "Always" for checked. The idea is that once the shader cache has most of the shaders in a game cached they can be optimized during initial game startup (where a performance hit matters less) and the few shaders that get compiled during runtime are not optimized to reduce performance hits. Most of the commit is adding the setting to the Android app, the main logic is in the `gl_shader_cache.cpp` and `vk_pipeline_cache.cpp` files. Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/13 Co-authored-by: echosys <echosys@noreply.localhost> Co-committed-by: echosys <echosys@noreply.localhost>
Diffstat (limited to 'src/video_core/buffer_cache/buffer_cache.cpp')
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