[GPU] Add vulkan shader disk storage / startup loading

Big refactor of the shader storage to allow both backends to share code
This commit is contained in:
Herman S.
2026-01-16 12:54:38 +09:00
parent 5845f3437b
commit 64e51c544e
16 changed files with 1582 additions and 622 deletions

View File

@@ -108,6 +108,15 @@ void VulkanCommandProcessor::TracePlaybackWroteMemory(uint32_t base_ptr,
primitive_processor_->MemoryInvalidationCallback(base_ptr, length, true);
}
void VulkanCommandProcessor::InitializeShaderStorage(
const std::filesystem::path& cache_root, uint32_t title_id, bool blocking,
std::function<void()> completion_callback) {
CommandProcessor::InitializeShaderStorage(cache_root, title_id, blocking,
nullptr);
pipeline_cache_->InitializeShaderStorage(cache_root, title_id, blocking,
std::move(completion_callback));
}
void VulkanCommandProcessor::RestoreEdramSnapshot(const void* snapshot) {}
std::string VulkanCommandProcessor::GetWindowTitleText() const {