Invalidate shaders when they are modified
This commit is contained in:
parent
f0a59f345c
commit
6e399061ce
11 changed files with 411 additions and 291 deletions
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@ -1,5 +1,6 @@
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using Ryujinx.Graphics.GAL.Texture;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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@ -25,7 +26,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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dispatchParams.UnpackBlockSizeY(),
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dispatchParams.UnpackBlockSizeZ());
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_context.Renderer.Pipeline.BindProgram(cs.Interface);
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_context.Renderer.Pipeline.BindProgram(cs.HostProgram);
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var samplerPool = _context.State.Get<PoolState>(MethodOffset.SamplerPoolState);
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@ -37,7 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_textureManager.SetComputeTextureBufferIndex(_context.State.Get<int>(MethodOffset.TextureBufferIndex));
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ShaderProgramInfo info = cs.Shader.Info;
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ShaderProgramInfo info = cs.Shader.Program.Info;
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var textureBindings = new TextureBindingInfo[info.Textures.Count];
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@ -1,18 +0,0 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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class ComputeShader
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{
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public IProgram Interface { get; set; }
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public ShaderProgram Shader { get; }
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public ComputeShader(IProgram program, ShaderProgram shader)
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{
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Interface = program;
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Shader = shader;
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}
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}
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}
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@ -1,17 +0,0 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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class GraphicsShader
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{
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public IProgram Interface { get; set; }
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public ShaderProgram[] Shader { get; }
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public GraphicsShader()
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{
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Shader = new ShaderProgram[5];
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}
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}
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}
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@ -5,6 +5,7 @@ using Ryujinx.Graphics.GAL.InputAssembler;
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using Ryujinx.Graphics.GAL.Texture;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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@ -609,11 +610,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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GraphicsShader gs = _shaderCache.GetGraphicsShader(addresses);
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_vsUsesInstanceId = gs.Shader[0].Info.UsesInstanceId;
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_vsUsesInstanceId = gs.Shader[0].Program.Info.UsesInstanceId;
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for (int stage = 0; stage < Constants.TotalShaderStages; stage++)
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{
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ShaderProgramInfo info = gs.Shader[stage]?.Info;
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ShaderProgramInfo info = gs.Shader[stage].Program?.Info;
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_currentProgramInfo[stage] = info;
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@ -665,7 +666,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_bufferManager.SetGraphicsUniformBufferEnableMask(stage, ubEnableMask);
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}
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_context.Renderer.Pipeline.BindProgram(gs.Interface);
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_context.Renderer.Pipeline.BindProgram(gs.HostProgram);
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}
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private static Target GetTarget(SamplerType type)
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@ -1,34 +0,0 @@
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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struct ShaderAddresses : IEquatable<ShaderAddresses>
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{
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public ulong VertexA;
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public ulong Vertex;
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public ulong TessControl;
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public ulong TessEvaluation;
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public ulong Geometry;
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public ulong Fragment;
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public override bool Equals(object other)
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{
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return other is ShaderAddresses addresses && Equals(addresses);
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}
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public bool Equals(ShaderAddresses other)
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{
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return VertexA == other.VertexA &&
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Vertex == other.Vertex &&
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TessControl == other.TessControl &&
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TessEvaluation == other.TessEvaluation &&
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Geometry == other.Geometry &&
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Fragment == other.Fragment;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(VertexA, Vertex, TessControl, TessEvaluation, Geometry, Fragment);
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}
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}
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}
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@ -1,249 +0,0 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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class ShaderCache
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{
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private const int MaxProgramSize = 0x100000;
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private GpuContext _context;
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private ShaderDumper _dumper;
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private Dictionary<ulong, ComputeShader> _cpPrograms;
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private Dictionary<ShaderAddresses, GraphicsShader> _gpPrograms;
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public ShaderCache(GpuContext context)
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{
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_context = context;
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_dumper = new ShaderDumper(context);
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_cpPrograms = new Dictionary<ulong, ComputeShader>();
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_gpPrograms = new Dictionary<ShaderAddresses, GraphicsShader>();
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}
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public ComputeShader GetComputeShader(ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ)
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{
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if (!_cpPrograms.TryGetValue(gpuVa, out ComputeShader cpShader))
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{
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ShaderProgram shader = TranslateComputeShader(gpuVa);
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shader.Replace(DefineNames.LocalSizeX, localSizeX.ToString(CultureInfo.InvariantCulture));
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shader.Replace(DefineNames.LocalSizeY, localSizeY.ToString(CultureInfo.InvariantCulture));
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shader.Replace(DefineNames.LocalSizeZ, localSizeZ.ToString(CultureInfo.InvariantCulture));
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IShader hostShader = _context.Renderer.CompileShader(shader);
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IProgram program = _context.Renderer.CreateProgram(new IShader[] { hostShader });
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cpShader = new ComputeShader(program, shader);
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_cpPrograms.Add(gpuVa, cpShader);
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}
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return cpShader;
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}
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public GraphicsShader GetGraphicsShader(ShaderAddresses addresses)
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{
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if (!_gpPrograms.TryGetValue(addresses, out GraphicsShader gpShader))
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{
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gpShader = new GraphicsShader();
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if (addresses.VertexA != 0)
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{
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gpShader.Shader[0] = TranslateGraphicsShader(addresses.Vertex, addresses.VertexA);
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}
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else
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{
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gpShader.Shader[0] = TranslateGraphicsShader(addresses.Vertex);
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}
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gpShader.Shader[1] = TranslateGraphicsShader(addresses.TessControl);
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gpShader.Shader[2] = TranslateGraphicsShader(addresses.TessEvaluation);
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gpShader.Shader[3] = TranslateGraphicsShader(addresses.Geometry);
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gpShader.Shader[4] = TranslateGraphicsShader(addresses.Fragment);
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BackpropQualifiers(gpShader);
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List<IShader> shaders = new List<IShader>();
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for (int stage = 0; stage < gpShader.Shader.Length; stage++)
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{
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if (gpShader.Shader[stage] == null)
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{
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continue;
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}
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IShader shader = _context.Renderer.CompileShader(gpShader.Shader[stage]);
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shaders.Add(shader);
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}
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gpShader.Interface = _context.Renderer.CreateProgram(shaders.ToArray());
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_gpPrograms.Add(addresses, gpShader);
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}
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return gpShader;
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}
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private ShaderProgram TranslateComputeShader(ulong gpuVa)
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{
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if (gpuVa == 0)
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{
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return null;
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}
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ShaderProgram program;
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const TranslationFlags flags =
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TranslationFlags.Compute |
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TranslationFlags.DebugMode |
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TranslationFlags.Unspecialized;
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TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
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Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, translationConfig);
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_dumper.Dump(code, compute : true, out string fullPath, out string codePath);
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if (fullPath != null && codePath != null)
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{
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program.Prepend("// " + codePath);
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program.Prepend("// " + fullPath);
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}
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return program;
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}
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private ShaderProgram TranslateGraphicsShader(ulong gpuVa, ulong gpuVaA = 0)
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{
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if (gpuVa == 0)
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{
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return null;
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}
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ShaderProgram program;
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const TranslationFlags flags =
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TranslationFlags.DebugMode |
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TranslationFlags.Unspecialized;
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TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
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if (gpuVaA != 0)
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{
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Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize);
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Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(codeA, codeB, translationConfig);
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_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
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_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
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if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
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{
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program.Prepend("// " + codePathB);
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program.Prepend("// " + fullPathB);
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program.Prepend("// " + codePathA);
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program.Prepend("// " + fullPathA);
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}
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}
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else
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{
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Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, translationConfig);
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_dumper.Dump(code, compute: false, out string fullPath, out string codePath);
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if (fullPath != null && codePath != null)
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{
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program.Prepend("// " + codePath);
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program.Prepend("// " + fullPath);
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}
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}
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if (program.Stage == ShaderStage.Geometry)
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{
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PrimitiveType primitiveType = _context.Methods.PrimitiveType;
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string inPrimitive = "points";
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switch (primitiveType)
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{
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case PrimitiveType.Points:
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inPrimitive = "points";
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break;
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case PrimitiveType.Lines:
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case PrimitiveType.LineLoop:
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case PrimitiveType.LineStrip:
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inPrimitive = "lines";
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break;
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case PrimitiveType.LinesAdjacency:
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case PrimitiveType.LineStripAdjacency:
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inPrimitive = "lines_adjacency";
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break;
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case PrimitiveType.Triangles:
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case PrimitiveType.TriangleStrip:
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case PrimitiveType.TriangleFan:
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inPrimitive = "triangles";
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break;
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case PrimitiveType.TrianglesAdjacency:
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case PrimitiveType.TriangleStripAdjacency:
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inPrimitive = "triangles_adjacency";
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break;
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}
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program.Replace(DefineNames.InputTopologyName, inPrimitive);
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}
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return program;
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}
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private void BackpropQualifiers(GraphicsShader program)
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{
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ShaderProgram fragmentShader = program.Shader[4];
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bool isFirst = true;
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for (int stage = 3; stage >= 0; stage--)
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{
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if (program.Shader[stage] == null)
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{
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continue;
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}
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// We need to iterate backwards, since we do name replacement,
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// and it would otherwise replace a subset of the longer names.
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for (int attr = 31; attr >= 0; attr--)
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{
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string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
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if (isFirst && iq != string.Empty)
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{
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program.Shader[stage].Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
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}
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else
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{
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program.Shader[stage].Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
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}
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}
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isFirst = false;
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}
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}
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}
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}
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@ -1,108 +0,0 @@
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.IO;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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class ShaderDumper
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{
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private GpuContext _context;
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private string _runtimeDir;
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private string _dumpPath;
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private int _dumpIndex;
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public int CurrentDumpIndex => _dumpIndex;
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public ShaderDumper(GpuContext context)
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{
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_context = context;
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_dumpIndex = 1;
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}
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public void Dump(Span<byte> code, bool compute, out string fullPath, out string codePath)
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{
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_dumpPath = GraphicsConfig.ShadersDumpPath;
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if (string.IsNullOrWhiteSpace(_dumpPath))
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{
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fullPath = null;
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codePath = null;
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return;
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}
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string fileName = "Shader" + _dumpIndex.ToString("d4") + ".bin";
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fullPath = Path.Combine(FullDir(), fileName);
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codePath = Path.Combine(CodeDir(), fileName);
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_dumpIndex++;
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code = Translator.ExtractCode(code, compute, out int headerSize);
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using (MemoryStream stream = new MemoryStream(code.ToArray()))
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{
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BinaryReader codeReader = new BinaryReader(stream);
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using (FileStream fullFile = File.Create(fullPath))
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using (FileStream codeFile = File.Create(codePath))
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{
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BinaryWriter fullWriter = new BinaryWriter(fullFile);
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BinaryWriter codeWriter = new BinaryWriter(codeFile);
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fullWriter.Write(codeReader.ReadBytes(headerSize));
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byte[] temp = codeReader.ReadBytes(code.Length - headerSize);
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fullWriter.Write(temp);
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codeWriter.Write(temp);
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// Align to meet nvdisasm requirements.
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while (codeFile.Length % 0x20 != 0)
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{
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codeWriter.Write(0);
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}
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}
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}
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}
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private string FullDir()
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{
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return CreateAndReturn(Path.Combine(DumpDir(), "Full"));
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}
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private string CodeDir()
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{
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return CreateAndReturn(Path.Combine(DumpDir(), "Code"));
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}
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private string DumpDir()
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{
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if (string.IsNullOrEmpty(_runtimeDir))
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{
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int index = 1;
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do
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{
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_runtimeDir = Path.Combine(_dumpPath, "Dumps" + index.ToString("d2"));
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index++;
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}
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while (Directory.Exists(_runtimeDir));
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Directory.CreateDirectory(_runtimeDir);
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}
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return _runtimeDir;
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}
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private static string CreateAndReturn(string dir)
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{
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Directory.CreateDirectory(dir);
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return dir;
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}
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}
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}
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