pipeline: persist shaders and pipelines per game and prewarm them at boot

This commit is contained in:
nmzik
2026-10-25 00:25:02 +02:00
parent 9210264d47
commit ec8b75b244
13 changed files with 571 additions and 38 deletions
@@ -2,8 +2,10 @@
#define EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_SERIALIZE_H_
#include "common/assert.h"
#include "graphics/shader/recompiler/backend/spirv/SpirvEmitter.h"
#include "graphics/shader/recompiler/ir/ShaderIR.h"
#include "graphics/shader/recompiler/ir/passes/ResourceMaterialization.h"
#include "graphics/shader/rectListShader.h"
#include <algorithm>
#include <bit>
@@ -167,6 +169,11 @@ KYTY_IO_FIELDS(ResourceSpecialization::Buffer, a, b, c, d, e, f, g, h)
KYTY_IO_FIELDS(ResourceSpecialization::Image, a, b, c, d, e, f, g, h, i, j, k)
KYTY_IO_FIELDS(ResourceSpecialization::Sampler, a, b, c)
KYTY_IO_FIELDS(ResourceSpecialization, a, b, c)
KYTY_IO_FIELDS(Bindings, a, b, c, d, e)
KYTY_IO_FIELDS(CompiledShaderInfo, a, b, c, d, e, f, g, h, i, j)
KYTY_IO_FIELDS(Spirv::Profile, a, b, c)
KYTY_IO_FIELDS(ShaderTessellationInputInfo, a, b, c, d, e, f, g, h, i)
KYTY_IO_FIELDS(RectListParameter, a, b, c)
#undef KYTY_IO_FIELDS
} // namespace Libs::Graphics::ShaderRecompiler::IR