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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using Ryujinx.Graphics.Shader;
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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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/// The header of a guest shader entry in a guest shader program.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 0x1, Size = 0x30)]
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struct GuestShaderCacheEntryHeader
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{
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/// <summary>
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/// The stage of this shader.
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/// </summary>
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public ShaderStage Stage;
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/// <summary>
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/// Unused/reserved.
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/// </summary>
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public byte Reserved1;
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/// <summary>
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/// Unused/reserved.
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/// </summary>
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public byte Reserved2;
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/// <summary>
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/// Unused/reserved.
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/// </summary>
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public byte Reserved3;
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/// <summary>
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/// The size of the code section.
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/// </summary>
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public int Size;
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/// <summary>
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/// The size of the code2 section if present. (Vertex A)
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/// </summary>
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public int SizeA;
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/// <summary>
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/// Unused/reserved.
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/// </summary>
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public int Reserved4;
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/// <summary>
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/// The header of the cached gpu accessor.
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/// </summary>
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public GuestGpuAccessorHeader GpuAccessorHeader;
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/// <summary>
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/// Create a new guest shader entry header.
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/// </summary>
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/// <param name="stage">The stage of this shader</param>
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/// <param name="size">The size of the code section</param>
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/// <param name="sizeA">The size of the code2 section if present (Vertex A)</param>
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/// <param name="gpuAccessorHeader">The header of the cached gpu accessor</param>
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public GuestShaderCacheEntryHeader(ShaderStage stage, int size, int sizeA, GuestGpuAccessorHeader gpuAccessorHeader) : this()
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{
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Stage = stage;
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Size = size;
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SizeA = sizeA;
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GpuAccessorHeader = gpuAccessorHeader;
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}
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}
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}
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