Lime-3DS-Emulator
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Shader Cache isn't persistent on Vulkan Android
Is there an existing issue for this?
- [X] I have searched the existing issues
Affected Build(s)
Lime3DS 2118.2
Description of Issue
The shader cache in Vulkan isn't persistent, so when I play a level or something. And I close the game and replay the level it will recompile the shaders when they occur. #264 mentions it, but worded the title wrong.
Expected Behavior
It's supposed to save the compiled shader, so when something shows up again it doesn't cause shader compilation lag. OpenGL does it, the citra branch of PabloMK7 does it in Vulkan, and the PabloMK7 fork mandarine does it. I wasn't sure if it is a Bug or enhancement, so I filed it as a bug.
Reproduction Steps
Play a game of your choice that has levels, with the Vulkan render. Close the game. Reopen it, play the level again. It will compile shaders again.
Log File
N/A
System Configuration
CPU: Snapdragon 765G GPU/Driver: MESA Turnip/Qualcomm v777 RAM: 6 GB OS: Android 13