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.
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57 changed files with 3589 additions and 396 deletions
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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{
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/// <summary>
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/// Represent a cached shader entry in a guest shader program.
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/// </summary>
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class GuestShaderCacheEntry
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{
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/// <summary>
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/// The header of the cached shader entry.
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/// </summary>
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public GuestShaderCacheEntryHeader Header { get; }
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/// <summary>
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/// The code of this shader.
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/// </summary>
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/// <remarks>If a Vertex A is present, this also contains the code 2 section.</remarks>
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public byte[] Code { get; }
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/// <summary>
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/// The textures descriptors used for this shader.
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/// </summary>
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public Dictionary<int, GuestTextureDescriptor> TextureDescriptors { get; }
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/// <summary>
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/// Create a new instance of <see cref="GuestShaderCacheEntry"/>.
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/// </summary>
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/// <param name="header">The header of the cached shader entry</param>
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/// <param name="code">The code of this shader</param>
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private GuestShaderCacheEntry(GuestShaderCacheEntryHeader header, byte[] code)
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{
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Header = header;
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Code = code;
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TextureDescriptors = new Dictionary<int, GuestTextureDescriptor>();
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}
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/// <summary>
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/// Parse a raw cached user shader program into an array of shader cache entry.
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/// </summary>
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/// <param name="data">The raw cached user shader program</param>
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/// <param name="fileHeader">The user shader program header</param>
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/// <returns>An array of shader cache entry</returns>
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public static GuestShaderCacheEntry[] Parse(ref ReadOnlySpan<byte> data, out GuestShaderCacheHeader fileHeader)
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{
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fileHeader = MemoryMarshal.Read<GuestShaderCacheHeader>(data);
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data = data.Slice(Unsafe.SizeOf<GuestShaderCacheHeader>());
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ReadOnlySpan<GuestShaderCacheEntryHeader> entryHeaders = MemoryMarshal.Cast<byte, GuestShaderCacheEntryHeader>(data.Slice(0, fileHeader.Count * Unsafe.SizeOf<GuestShaderCacheEntryHeader>()));
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data = data.Slice(fileHeader.Count * Unsafe.SizeOf<GuestShaderCacheEntryHeader>());
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GuestShaderCacheEntry[] result = new GuestShaderCacheEntry[fileHeader.Count];
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for (int i = 0; i < result.Length; i++)
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{
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GuestShaderCacheEntryHeader header = entryHeaders[i];
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// Ignore empty entries
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if (header.Size == 0 && header.SizeA == 0)
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{
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continue;
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}
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byte[] code = data.Slice(0, header.Size + header.SizeA).ToArray();
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data = data.Slice(header.Size + header.SizeA);
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result[i] = new GuestShaderCacheEntry(header, code);
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ReadOnlySpan<GuestTextureDescriptor> textureDescriptors = MemoryMarshal.Cast<byte, GuestTextureDescriptor>(data.Slice(0, header.GpuAccessorHeader.TextureDescriptorCount * Unsafe.SizeOf<GuestTextureDescriptor>()));
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foreach (GuestTextureDescriptor textureDescriptor in textureDescriptors)
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{
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result[i].TextureDescriptors.Add((int)textureDescriptor.Handle, textureDescriptor);
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}
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data = data.Slice(header.GpuAccessorHeader.TextureDescriptorCount * Unsafe.SizeOf<GuestTextureDescriptor>());
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}
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return result;
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}
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}
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}
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