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ryujinx-fork/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs

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New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using System;
using System.IO;
using System.Numerics;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
{
/// <summary>
/// On-disk shader cache storage for host code.
/// </summary>
class DiskCacheHostStorage
{
private const uint TocsMagic = (byte)'T' | ((byte)'O' << 8) | ((byte)'C' << 16) | ((byte)'S' << 24);
private const uint TochMagic = (byte)'T' | ((byte)'O' << 8) | ((byte)'C' << 16) | ((byte)'H' << 24);
private const uint ShdiMagic = (byte)'S' | ((byte)'H' << 8) | ((byte)'D' << 16) | ((byte)'I' << 24);
private const uint BufdMagic = (byte)'B' | ((byte)'U' << 8) | ((byte)'F' << 16) | ((byte)'D' << 24);
private const uint TexdMagic = (byte)'T' | ((byte)'E' << 8) | ((byte)'X' << 16) | ((byte)'D' << 24);
private const ushort FileFormatVersionMajor = 1;
private const ushort FileFormatVersionMinor = 1;
private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
private const uint CodeGenVersion = 1;
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
private const string SharedTocFileName = "shared.toc";
private const string SharedDataFileName = "shared.data";
private readonly string _basePath;
public bool CacheEnabled => !string.IsNullOrEmpty(_basePath);
/// <summary>
/// TOC (Table of contents) file header.
/// </summary>
private struct TocHeader
{
/// <summary>
/// Magic value, for validation and identification.
/// </summary>
public uint Magic;
/// <summary>
/// File format version.
/// </summary>
public uint FormatVersion;
/// <summary>
/// Generated shader code version.
/// </summary>
public uint CodeGenVersion;
/// <summary>
/// Header padding.
/// </summary>
public uint Padding;
/// <summary>
/// Reserved space, to be used in the future. Write as zero.
/// </summary>
public ulong Reserved;
/// <summary>
/// Reserved space, to be used in the future. Write as zero.
/// </summary>
public ulong Reserved2;
}
/// <summary>
/// Offset and size pair.
/// </summary>
private struct OffsetAndSize
{
/// <summary>
/// Offset.
/// </summary>
public ulong Offset;
/// <summary>
/// Size.
/// </summary>
public uint Size;
}
/// <summary>
/// Per-stage data entry.
/// </summary>
private struct DataEntryPerStage
{
/// <summary>
/// Index of the guest code on the guest code cache TOC file.
/// </summary>
public int GuestCodeIndex;
}
/// <summary>
/// Per-program data entry.
/// </summary>
private struct DataEntry
{
/// <summary>
/// Bit mask where each bit set is a used shader stage. Should be zero for compute shaders.
/// </summary>
public uint StagesBitMask;
}
/// <summary>
/// Per-stage shader information, returned by the translator.
/// </summary>
private struct DataShaderInfo
{
/// <summary>
/// Total constant buffers used.
/// </summary>
public ushort CBuffersCount;
/// <summary>
/// Total storage buffers used.
/// </summary>
public ushort SBuffersCount;
/// <summary>
/// Total textures used.
/// </summary>
public ushort TexturesCount;
/// <summary>
/// Total images used.
/// </summary>
public ushort ImagesCount;
/// <summary>
/// Shader stage.
/// </summary>
public ShaderStage Stage;
/// <summary>
/// Indicates if the shader accesses the Instance ID built-in variable.
/// </summary>
public bool UsesInstanceId;
/// <summary>
/// Indicates if the shader modifies the Layer built-in variable.
/// </summary>
public bool UsesRtLayer;
/// <summary>
/// Bit mask with the clip distances written on the vertex stage.
/// </summary>
public byte ClipDistancesWritten;
/// <summary>
/// Bit mask of the render target components written by the fragment stage.
/// </summary>
public int FragmentOutputMap;
}
private readonly DiskCacheGuestStorage _guestStorage;
/// <summary>
/// Creates a disk cache host storage.
/// </summary>
/// <param name="basePath">Base path of the shader cache</param>
public DiskCacheHostStorage(string basePath)
{
_basePath = basePath;
_guestStorage = new DiskCacheGuestStorage(basePath);
if (CacheEnabled)
{
Directory.CreateDirectory(basePath);
}
}
/// <summary>
/// Gets the total of host programs on the cache.
/// </summary>
/// <returns>Host programs count</returns>
public int GetProgramCount()
{
string tocFilePath = Path.Combine(_basePath, SharedTocFileName);
if (!File.Exists(tocFilePath))
{
return 0;
}
return (int)((new FileInfo(tocFilePath).Length - Unsafe.SizeOf<TocHeader>()) / sizeof(ulong));
}
/// <summary>
/// Guest the name of the host program cache file, with extension.
/// </summary>
/// <param name="context">GPU context</param>
/// <returns>Name of the file, without extension</returns>
private static string GetHostFileName(GpuContext context)
{
string apiName = context.Capabilities.Api.ToString().ToLowerInvariant();
string vendorName = RemoveInvalidCharacters(context.Capabilities.VendorName.ToLowerInvariant());
return $"{apiName}_{vendorName}";
}
/// <summary>
/// Removes invalid path characters and spaces from a file name.
/// </summary>
/// <param name="fileName">File name</param>
/// <returns>Filtered file name</returns>
private static string RemoveInvalidCharacters(string fileName)
{
int indexOfSpace = fileName.IndexOf(' ');
if (indexOfSpace >= 0)
{
fileName = fileName.Substring(0, indexOfSpace);
}
return string.Concat(fileName.Split(Path.GetInvalidFileNameChars(), StringSplitOptions.RemoveEmptyEntries));
}
/// <summary>
/// Gets the name of the TOC host file.
/// </summary>
/// <param name="context">GPU context</param>
/// <returns>File name</returns>
private static string GetHostTocFileName(GpuContext context)
{
return GetHostFileName(context) + ".toc";
}
/// <summary>
/// Gets the name of the data host file.
/// </summary>
/// <param name="context">GPU context</param>
/// <returns>File name</returns>
private static string GetHostDataFileName(GpuContext context)
{
return GetHostFileName(context) + ".data";
}
/// <summary>
/// Checks if a disk cache exists for the current application.
/// </summary>
/// <returns>True if a disk cache exists, false otherwise</returns>
public bool CacheExists()
{
string tocFilePath = Path.Combine(_basePath, SharedTocFileName);
string dataFilePath = Path.Combine(_basePath, SharedDataFileName);
if (!File.Exists(tocFilePath) || !File.Exists(dataFilePath) || !_guestStorage.TocFileExists() || !_guestStorage.DataFileExists())
{
return false;
}
return true;
}
/// <summary>
/// Loads all shaders from the cache.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="loader">Parallel disk cache loader</param>
public void LoadShaders(GpuContext context, ParallelDiskCacheLoader loader)
{
if (!CacheExists())
{
return;
}
Stream hostTocFileStream = null;
Stream hostDataFileStream = null;
try
{
using var tocFileStream = DiskCacheCommon.OpenFile(_basePath, SharedTocFileName, writable: false);
using var dataFileStream = DiskCacheCommon.OpenFile(_basePath, SharedDataFileName, writable: false);
using var guestTocFileStream = _guestStorage.OpenTocFileStream();
using var guestDataFileStream = _guestStorage.OpenDataFileStream();
BinarySerializer tocReader = new BinarySerializer(tocFileStream);
BinarySerializer dataReader = new BinarySerializer(dataFileStream);
TocHeader header = new TocHeader();
if (!tocReader.TryRead(ref header) || header.Magic != TocsMagic)
{
throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedGeneric);
}
if (header.FormatVersion != FileFormatVersionPacked)
{
throw new DiskCacheLoadException(DiskCacheLoadResult.IncompatibleVersion);
}
bool loadHostCache = header.CodeGenVersion == CodeGenVersion;
int programIndex = 0;
DataEntry entry = new DataEntry();
while (tocFileStream.Position < tocFileStream.Length && loader.Active)
{
ulong dataOffset = 0;
tocReader.Read(ref dataOffset);
if ((ulong)dataOffset >= (ulong)dataFileStream.Length)
{
throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedGeneric);
}
dataFileStream.Seek((long)dataOffset, SeekOrigin.Begin);
dataReader.BeginCompression();
dataReader.Read(ref entry);
uint stagesBitMask = entry.StagesBitMask;
if ((stagesBitMask & ~0x3fu) != 0)
{
throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedGeneric);
}
bool isCompute = stagesBitMask == 0;
if (isCompute)
{
stagesBitMask = 1;
}
CachedShaderStage[] shaders = new CachedShaderStage[isCompute ? 1 : Constants.ShaderStages + 1];
DataEntryPerStage stageEntry = new DataEntryPerStage();
while (stagesBitMask != 0)
{
int stageIndex = BitOperations.TrailingZeroCount(stagesBitMask);
dataReader.Read(ref stageEntry);
ShaderProgramInfo info = stageIndex != 0 || isCompute ? ReadShaderProgramInfo(ref dataReader) : null;
(byte[] guestCode, byte[] cb1Data) = _guestStorage.LoadShader(
guestTocFileStream,
guestDataFileStream,
stageEntry.GuestCodeIndex);
shaders[stageIndex] = new CachedShaderStage(info, guestCode, cb1Data);
stagesBitMask &= ~(1u << stageIndex);
}
ShaderSpecializationState specState = ShaderSpecializationState.Read(ref dataReader);
dataReader.EndCompression();
if (loadHostCache)
{
byte[] hostCode = ReadHostCode(context, ref hostTocFileStream, ref hostDataFileStream, programIndex);
if (hostCode != null)
{
bool hasFragmentShader = shaders.Length > 5 && shaders[5] != null;
int fragmentOutputMap = hasFragmentShader ? shaders[5].Info.FragmentOutputMap : -1;
IProgram hostProgram = context.Renderer.LoadProgramBinary(hostCode, hasFragmentShader, new ShaderInfo(fragmentOutputMap));
CachedShaderProgram program = new CachedShaderProgram(hostProgram, specState, shaders);
loader.QueueHostProgram(program, hostProgram, programIndex, isCompute);
}
else
{
loadHostCache = false;
}
}
if (!loadHostCache)
{
loader.QueueGuestProgram(shaders, specState, programIndex, isCompute);
}
loader.CheckCompilation();
programIndex++;
}
}
finally
{
_guestStorage.ClearMemoryCache();
hostTocFileStream?.Dispose();
hostDataFileStream?.Dispose();
}
}
/// <summary>
/// Reads the host code for a given shader, if existent.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="tocFileStream">Host TOC file stream, intialized if needed</param>
/// <param name="dataFileStream">Host data file stream, initialized if needed</param>
/// <param name="programIndex">Index of the program on the cache</param>
/// <returns>Host binary code, or null if not found</returns>
private byte[] ReadHostCode(GpuContext context, ref Stream tocFileStream, ref Stream dataFileStream, int programIndex)
{
if (tocFileStream == null && dataFileStream == null)
{
string tocFilePath = Path.Combine(_basePath, GetHostTocFileName(context));
string dataFilePath = Path.Combine(_basePath, GetHostDataFileName(context));
if (!File.Exists(tocFilePath) || !File.Exists(dataFilePath))
{
return null;
}
tocFileStream = DiskCacheCommon.OpenFile(_basePath, GetHostTocFileName(context), writable: false);
dataFileStream = DiskCacheCommon.OpenFile(_basePath, GetHostDataFileName(context), writable: false);
}
int offset = Unsafe.SizeOf<TocHeader>() + programIndex * Unsafe.SizeOf<OffsetAndSize>();
if (offset + Unsafe.SizeOf<OffsetAndSize>() > tocFileStream.Length)
{
return null;
}
if ((ulong)offset >= (ulong)dataFileStream.Length)
{
throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedGeneric);
}
tocFileStream.Seek(offset, SeekOrigin.Begin);
BinarySerializer tocReader = new BinarySerializer(tocFileStream);
OffsetAndSize offsetAndSize = new OffsetAndSize();
tocReader.Read(ref offsetAndSize);
if (offsetAndSize.Offset >= (ulong)dataFileStream.Length)
{
throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedGeneric);
}
dataFileStream.Seek((long)offsetAndSize.Offset, SeekOrigin.Begin);
byte[] hostCode = new byte[offsetAndSize.Size];
BinarySerializer.ReadCompressed(dataFileStream, hostCode);
return hostCode;
}
/// <summary>
/// Gets output streams for the disk cache, for faster batch writing.
/// </summary>
/// <param name="context">The GPU context, used to determine the host disk cache</param>
/// <returns>A collection of disk cache output streams</returns>
public DiskCacheOutputStreams GetOutputStreams(GpuContext context)
{
var tocFileStream = DiskCacheCommon.OpenFile(_basePath, SharedTocFileName, writable: true);
var dataFileStream = DiskCacheCommon.OpenFile(_basePath, SharedDataFileName, writable: true);
var hostTocFileStream = DiskCacheCommon.OpenFile(_basePath, GetHostTocFileName(context), writable: true);
var hostDataFileStream = DiskCacheCommon.OpenFile(_basePath, GetHostDataFileName(context), writable: true);
return new DiskCacheOutputStreams(tocFileStream, dataFileStream, hostTocFileStream, hostDataFileStream);
}
/// <summary>
/// Adds a shader to the cache.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="program">Cached program</param>
/// <param name="hostCode">Optional host binary code</param>
/// <param name="streams">Output streams to use</param>
public void AddShader(GpuContext context, CachedShaderProgram program, ReadOnlySpan<byte> hostCode, DiskCacheOutputStreams streams = null)
{
uint stagesBitMask = 0;
for (int index = 0; index < program.Shaders.Length; index++)
{
var shader = program.Shaders[index];
if (shader == null || (shader.Info != null && shader.Info.Stage == ShaderStage.Compute))
{
continue;
}
stagesBitMask |= 1u << index;
}
var tocFileStream = streams != null ? streams.TocFileStream : DiskCacheCommon.OpenFile(_basePath, SharedTocFileName, writable: true);
var dataFileStream = streams != null ? streams.DataFileStream : DiskCacheCommon.OpenFile(_basePath, SharedDataFileName, writable: true);
if (tocFileStream.Length == 0)
{
TocHeader header = new TocHeader();
CreateToc(tocFileStream, ref header, TocsMagic, CodeGenVersion);
}
tocFileStream.Seek(0, SeekOrigin.End);
dataFileStream.Seek(0, SeekOrigin.End);
BinarySerializer tocWriter = new BinarySerializer(tocFileStream);
BinarySerializer dataWriter = new BinarySerializer(dataFileStream);
ulong dataOffset = (ulong)dataFileStream.Position;
tocWriter.Write(ref dataOffset);
DataEntry entry = new DataEntry();
entry.StagesBitMask = stagesBitMask;
dataWriter.BeginCompression(DiskCacheCommon.GetCompressionAlgorithm());
dataWriter.Write(ref entry);
DataEntryPerStage stageEntry = new DataEntryPerStage();
for (int index = 0; index < program.Shaders.Length; index++)
{
var shader = program.Shaders[index];
if (shader == null)
{
continue;
}
stageEntry.GuestCodeIndex = _guestStorage.AddShader(shader.Code, shader.Cb1Data);
dataWriter.Write(ref stageEntry);
WriteShaderProgramInfo(ref dataWriter, shader.Info);
}
program.SpecializationState.Write(ref dataWriter);
dataWriter.EndCompression();
if (streams == null)
{
tocFileStream.Dispose();
dataFileStream.Dispose();
}
if (hostCode.IsEmpty)
{
return;
}
WriteHostCode(context, hostCode, -1, streams);
}
/// <summary>
/// Clears all content from the guest cache files.
/// </summary>
public void ClearGuestCache()
{
_guestStorage.ClearCache();
}
/// <summary>
/// Clears all content from the shared cache files.
/// </summary>
/// <param name="context">GPU context</param>
public void ClearSharedCache()
{
using var tocFileStream = DiskCacheCommon.OpenFile(_basePath, SharedTocFileName, writable: true);
using var dataFileStream = DiskCacheCommon.OpenFile(_basePath, SharedDataFileName, writable: true);
tocFileStream.SetLength(0);
dataFileStream.SetLength(0);
}
/// <summary>
/// Deletes all content from the host cache files.
/// </summary>
/// <param name="context">GPU context</param>
public void ClearHostCache(GpuContext context)
{
using var tocFileStream = DiskCacheCommon.OpenFile(_basePath, GetHostTocFileName(context), writable: true);
using var dataFileStream = DiskCacheCommon.OpenFile(_basePath, GetHostDataFileName(context), writable: true);
tocFileStream.SetLength(0);
dataFileStream.SetLength(0);
}
/// <summary>
/// Adds a host binary shader to the host cache.
/// </summary>
/// <remarks>
/// This only modifies the host cache. The shader must already exist in the other caches.
/// This method should only be used for rebuilding the host cache after a clear.
/// </remarks>
/// <param name="context">GPU context</param>
/// <param name="hostCode">Host binary code</param>
/// <param name="programIndex">Index of the program in the cache</param>
public void AddHostShader(GpuContext context, ReadOnlySpan<byte> hostCode, int programIndex)
{
WriteHostCode(context, hostCode, programIndex);
}
/// <summary>
/// Writes the host binary code on the host cache.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="hostCode">Host binary code</param>
/// <param name="programIndex">Index of the program in the cache</param>
/// <param name="streams">Output streams to use</param>
private void WriteHostCode(GpuContext context, ReadOnlySpan<byte> hostCode, int programIndex, DiskCacheOutputStreams streams = null)
{
var tocFileStream = streams != null ? streams.HostTocFileStream : DiskCacheCommon.OpenFile(_basePath, GetHostTocFileName(context), writable: true);
var dataFileStream = streams != null ? streams.HostDataFileStream : DiskCacheCommon.OpenFile(_basePath, GetHostDataFileName(context), writable: true);
if (tocFileStream.Length == 0)
{
TocHeader header = new TocHeader();
CreateToc(tocFileStream, ref header, TochMagic, 0);
}
if (programIndex == -1)
{
tocFileStream.Seek(0, SeekOrigin.End);
}
else
{
tocFileStream.Seek(Unsafe.SizeOf<TocHeader>() + (programIndex * Unsafe.SizeOf<OffsetAndSize>()), SeekOrigin.Begin);
}
dataFileStream.Seek(0, SeekOrigin.End);
BinarySerializer tocWriter = new BinarySerializer(tocFileStream);
OffsetAndSize offsetAndSize = new OffsetAndSize();
offsetAndSize.Offset = (ulong)dataFileStream.Position;
offsetAndSize.Size = (uint)hostCode.Length;
tocWriter.Write(ref offsetAndSize);
BinarySerializer.WriteCompressed(dataFileStream, hostCode, DiskCacheCommon.GetCompressionAlgorithm());
if (streams == null)
{
tocFileStream.Dispose();
dataFileStream.Dispose();
}
}
/// <summary>
/// Creates a TOC file for the host or shared cache.
/// </summary>
/// <param name="tocFileStream">TOC file stream</param>
/// <param name="header">Set to the TOC file header</param>
/// <param name="magic">Magic value to be written</param>
/// <param name="codegenVersion">Shader codegen version, only valid for the host file</param>
private void CreateToc(Stream tocFileStream, ref TocHeader header, uint magic, uint codegenVersion)
{
BinarySerializer writer = new BinarySerializer(tocFileStream);
header.Magic = magic;
header.FormatVersion = FileFormatVersionPacked;
header.CodeGenVersion = codegenVersion;
header.Padding = 0;
header.Reserved = 0;
header.Reserved2 = 0;
if (tocFileStream.Length > 0)
{
tocFileStream.Seek(0, SeekOrigin.Begin);
tocFileStream.SetLength(0);
}
writer.Write(ref header);
}
/// <summary>
/// Reads the shader program info from the cache.
/// </summary>
/// <param name="dataReader">Cache data reader</param>
/// <returns>Shader program info</returns>
private static ShaderProgramInfo ReadShaderProgramInfo(ref BinarySerializer dataReader)
{
DataShaderInfo dataInfo = new DataShaderInfo();
dataReader.ReadWithMagicAndSize(ref dataInfo, ShdiMagic);
BufferDescriptor[] cBuffers = new BufferDescriptor[dataInfo.CBuffersCount];
BufferDescriptor[] sBuffers = new BufferDescriptor[dataInfo.SBuffersCount];
TextureDescriptor[] textures = new TextureDescriptor[dataInfo.TexturesCount];
TextureDescriptor[] images = new TextureDescriptor[dataInfo.ImagesCount];
for (int index = 0; index < dataInfo.CBuffersCount; index++)
{
dataReader.ReadWithMagicAndSize(ref cBuffers[index], BufdMagic);
}
for (int index = 0; index < dataInfo.SBuffersCount; index++)
{
dataReader.ReadWithMagicAndSize(ref sBuffers[index], BufdMagic);
}
for (int index = 0; index < dataInfo.TexturesCount; index++)
{
dataReader.ReadWithMagicAndSize(ref textures[index], TexdMagic);
}
for (int index = 0; index < dataInfo.ImagesCount; index++)
{
dataReader.ReadWithMagicAndSize(ref images[index], TexdMagic);
}
return new ShaderProgramInfo(
cBuffers,
sBuffers,
textures,
images,
dataInfo.Stage,
dataInfo.UsesInstanceId,
dataInfo.UsesRtLayer,
dataInfo.ClipDistancesWritten,
dataInfo.FragmentOutputMap);
}
/// <summary>
/// Writes the shader program info into the cache.
/// </summary>
/// <param name="dataWriter">Cache data writer</param>
/// <param name="info">Program info</param>
private static void WriteShaderProgramInfo(ref BinarySerializer dataWriter, ShaderProgramInfo info)
{
if (info == null)
{
return;
}
DataShaderInfo dataInfo = new DataShaderInfo();
dataInfo.CBuffersCount = (ushort)info.CBuffers.Count;
dataInfo.SBuffersCount = (ushort)info.SBuffers.Count;
dataInfo.TexturesCount = (ushort)info.Textures.Count;
dataInfo.ImagesCount = (ushort)info.Images.Count;
dataInfo.Stage = info.Stage;
dataInfo.UsesInstanceId = info.UsesInstanceId;
dataInfo.UsesRtLayer = info.UsesRtLayer;
dataInfo.ClipDistancesWritten = info.ClipDistancesWritten;
dataInfo.FragmentOutputMap = info.FragmentOutputMap;
dataWriter.WriteWithMagicAndSize(ref dataInfo, ShdiMagic);
for (int index = 0; index < info.CBuffers.Count; index++)
{
var entry = info.CBuffers[index];
dataWriter.WriteWithMagicAndSize(ref entry, BufdMagic);
}
for (int index = 0; index < info.SBuffers.Count; index++)
{
var entry = info.SBuffers[index];
dataWriter.WriteWithMagicAndSize(ref entry, BufdMagic);
}
for (int index = 0; index < info.Textures.Count; index++)
{
var entry = info.Textures[index];
dataWriter.WriteWithMagicAndSize(ref entry, TexdMagic);
}
for (int index = 0; index < info.Images.Count; index++)
{
var entry = info.Images[index];
dataWriter.WriteWithMagicAndSize(ref entry, TexdMagic);
}
}
}
}