[D3D12] Persistent shader and PSO storage

This commit is contained in:
Triang3l
2020-03-21 19:21:00 +03:00
parent b1d3fd2ad3
commit cde092ece1
20 changed files with 1112 additions and 203 deletions

View File

@@ -48,13 +48,17 @@ namespace xe {
class Emulator {
public:
explicit Emulator(const std::wstring& command_line,
const std::wstring& storage_root,
const std::wstring& content_root);
~Emulator();
// Full command line used when launching the process.
const std::wstring& command_line() const { return command_line_; }
// Folder content is stored in.
// Folder persistent internal emulator data is stored in.
const std::wstring& storage_root() const { return storage_root_; }
// Folder guest content is stored in.
const std::wstring& content_root() const { return content_root_; }
// Title of the game in the default language.
@@ -146,6 +150,7 @@ class Emulator {
public:
xe::Delegate<uint32_t, const std::wstring&> on_launch;
xe::Delegate<bool> on_shader_storage_initialization;
xe::Delegate<> on_terminate;
xe::Delegate<> on_exit;
@@ -159,6 +164,7 @@ class Emulator {
const std::string& module_path);
std::wstring command_line_;
std::wstring storage_root_;
std::wstring content_root_;
std::wstring game_title_;