48f6570557
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
89 lines
3.5 KiB
C#
89 lines
3.5 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Runtime.CompilerServices;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
|
|
{
|
|
/// <summary>
|
|
/// Represent a cached shader entry in a guest shader program.
|
|
/// </summary>
|
|
class GuestShaderCacheEntry
|
|
{
|
|
/// <summary>
|
|
/// The header of the cached shader entry.
|
|
/// </summary>
|
|
public GuestShaderCacheEntryHeader Header { get; }
|
|
|
|
/// <summary>
|
|
/// The code of this shader.
|
|
/// </summary>
|
|
/// <remarks>If a Vertex A is present, this also contains the code 2 section.</remarks>
|
|
public byte[] Code { get; }
|
|
|
|
/// <summary>
|
|
/// The textures descriptors used for this shader.
|
|
/// </summary>
|
|
public Dictionary<int, GuestTextureDescriptor> TextureDescriptors { get; }
|
|
|
|
/// <summary>
|
|
/// Create a new instance of <see cref="GuestShaderCacheEntry"/>.
|
|
/// </summary>
|
|
/// <param name="header">The header of the cached shader entry</param>
|
|
/// <param name="code">The code of this shader</param>
|
|
private GuestShaderCacheEntry(GuestShaderCacheEntryHeader header, byte[] code)
|
|
{
|
|
Header = header;
|
|
Code = code;
|
|
TextureDescriptors = new Dictionary<int, GuestTextureDescriptor>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Parse a raw cached user shader program into an array of shader cache entry.
|
|
/// </summary>
|
|
/// <param name="data">The raw cached user shader program</param>
|
|
/// <param name="fileHeader">The user shader program header</param>
|
|
/// <returns>An array of shader cache entry</returns>
|
|
public static GuestShaderCacheEntry[] Parse(ref ReadOnlySpan<byte> data, out GuestShaderCacheHeader fileHeader)
|
|
{
|
|
fileHeader = MemoryMarshal.Read<GuestShaderCacheHeader>(data);
|
|
|
|
data = data.Slice(Unsafe.SizeOf<GuestShaderCacheHeader>());
|
|
|
|
ReadOnlySpan<GuestShaderCacheEntryHeader> entryHeaders = MemoryMarshal.Cast<byte, GuestShaderCacheEntryHeader>(data.Slice(0, fileHeader.Count * Unsafe.SizeOf<GuestShaderCacheEntryHeader>()));
|
|
|
|
data = data.Slice(fileHeader.Count * Unsafe.SizeOf<GuestShaderCacheEntryHeader>());
|
|
|
|
GuestShaderCacheEntry[] result = new GuestShaderCacheEntry[fileHeader.Count];
|
|
|
|
for (int i = 0; i < result.Length; i++)
|
|
{
|
|
GuestShaderCacheEntryHeader header = entryHeaders[i];
|
|
|
|
// Ignore empty entries
|
|
if (header.Size == 0 && header.SizeA == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
byte[] code = data.Slice(0, header.Size + header.SizeA).ToArray();
|
|
|
|
data = data.Slice(header.Size + header.SizeA);
|
|
|
|
result[i] = new GuestShaderCacheEntry(header, code);
|
|
|
|
ReadOnlySpan<GuestTextureDescriptor> textureDescriptors = MemoryMarshal.Cast<byte, GuestTextureDescriptor>(data.Slice(0, header.GpuAccessorHeader.TextureDescriptorCount * Unsafe.SizeOf<GuestTextureDescriptor>()));
|
|
|
|
foreach (GuestTextureDescriptor textureDescriptor in textureDescriptors)
|
|
{
|
|
result[i].TextureDescriptors.Add((int)textureDescriptor.Handle, textureDescriptor);
|
|
}
|
|
|
|
data = data.Slice(header.GpuAccessorHeader.TextureDescriptorCount * Unsafe.SizeOf<GuestTextureDescriptor>());
|
|
}
|
|
|
|
return result;
|
|
}
|
|
}
|
|
}
|