Shader Cache Citra =link= May 2026

if (diskCacheContains(hash)) auto shader = loadFromDisk(hash); cache[hash] = shader; return shader;

auto shader = CompileFromPICA(hash); saveToDisk(hash, shader); cache[hash] = shader; return shader; shader cache citra

shaders/ [GameID]/ [ShaderHash].bin [ShaderHash].bin.meta Or in a single .bin + .idx file. | Scenario | FPS (example game) | Stuttering | |----------|--------------------|-------------| | No cache (cold start) | 15–30 + drops | Heavy shader compilation stutter | | Cache populated | 30–60 (stable) | None after initial | Conclusion Citra’s shader cache is a critical performance

; | Symptom | Likely Cause | Fix | |---------|--------------|-----| | Graphics glitches after Citra update | Cache format mismatch | Delete cache | | No performance gain | Cache disabled | Enable in settings | | Large disk usage | Bloated cache | Delete unused cache files | | Crash on shader load | Corrupted cache entry | Delete cache | 10. Comparison with Other Emulators | Emulator | Cache Type | Invalidation Strategy | |----------|------------|------------------------| | Citra | Transferable + pipeline (Vulkan) | GameID + driver version | | Yuzu (Switch) | Pipeline + shader cache | Robust; requires manual reset | | Dolphin (GC/Wii) | Uber shaders + cache | Rarely invalidated | | PCSX2 | No true shader cache | Recompiles per game session | 11. Conclusion Citra’s shader cache is a critical performance feature that eliminates shader compilation stutter. While not perfect (cache invalidation and disk usage are trade-offs), it transforms many games from unplayable to smooth. Users should leave it enabled and only clear it when encountering graphical corruption after updates. cache[hash] = shader