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.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 shader program in the guest cache.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 0x1, Size = 0x10)]
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struct GuestShaderCacheHeader
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{
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/// <summary>
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/// The count of shaders defining this program.
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/// </summary>
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public byte Count;
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/// <summary>
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/// The count of transform feedback data used in this program.
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/// </summary>
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public byte TransformFeedbackCount;
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/// <summary>
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/// Unused/reserved.
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/// </summary>
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public ushort Reserved1;
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/// <summary>
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/// Unused/reserved.
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/// </summary>
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public ulong Reserved2;
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/// <summary>
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/// Create a new guest shader cache header.
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/// </summary>
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/// <param name="count">The count of shaders defining this program</param>
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/// <param name="transformFeedbackCount">The count of transform feedback data used in this program</param>
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public GuestShaderCacheHeader(byte count, byte transformFeedbackCount) : this()
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{
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Count = count;
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TransformFeedbackCount = transformFeedbackCount;
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}
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}
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}
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