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https://github.com/GreemDev/Ryujinx.git
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68 lines
2.5 KiB
C#
68 lines
2.5 KiB
C#
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using Ryujinx.Graphics.Gpu.Shader.HashTable;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Compute shader cache hash table.
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/// </summary>
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class ComputeShaderCacheHashTable
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{
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private readonly PartitionedHashTable<ShaderSpecializationList> _cache;
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private readonly List<CachedShaderProgram> _shaderPrograms;
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/// <summary>
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/// Creates a new compute shader cache hash table.
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/// </summary>
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public ComputeShaderCacheHashTable()
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{
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_cache = new PartitionedHashTable<ShaderSpecializationList>();
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_shaderPrograms = new List<CachedShaderProgram>();
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}
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/// <summary>
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/// Adds a program to the cache.
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/// </summary>
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/// <param name="program">Program to be added</param>
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public void Add(CachedShaderProgram program)
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{
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var specList = _cache.GetOrAdd(program.Shaders[0].Code, new ShaderSpecializationList());
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specList.Add(program);
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_shaderPrograms.Add(program);
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}
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/// <summary>
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/// Tries to find a cached program.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="gpuVa">GPU virtual address of the compute shader</param>
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/// <param name="program">Cached host program for the given state, if found</param>
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/// <param name="cachedGuestCode">Cached guest code, if any found</param>
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/// <returns>True if a cached host program was found, false otherwise</returns>
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public bool TryFind(
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GpuChannel channel,
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GpuChannelPoolState poolState,
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ulong gpuVa,
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out CachedShaderProgram program,
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out byte[] cachedGuestCode)
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{
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program = null;
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ShaderCodeAccessor codeAccessor = new ShaderCodeAccessor(channel.MemoryManager, gpuVa);
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bool hasSpecList = _cache.TryFindItem(codeAccessor, out var specList, out cachedGuestCode);
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return hasSpecList && specList.TryFindForCompute(channel, poolState, out program);
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}
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/// <summary>
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/// Gets all programs that have been added to the table.
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/// </summary>
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/// <returns>Programs added to the table</returns>
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public IEnumerable<CachedShaderProgram> GetPrograms()
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{
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foreach (var program in _shaderPrograms)
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{
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yield return program;
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}
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}
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}
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}
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