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ryujinx-final/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/GuestShaderCacheEntry.cs
Mary 48f6570557
Salieri: shader cache (#1701)
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.
2020-11-13 00:15:34 +01:00

88 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;
}
}
}