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.
This commit is contained in:
Mary 2020-11-13 00:15:34 +01:00 committed by GitHub
parent 7166e82c3c
commit 48f6570557
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57 changed files with 3589 additions and 396 deletions

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@ -3,6 +3,7 @@ using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader.CodeGen.Glsl;
using System;
using System.Buffers.Binary;
using System.Collections.Generic;
using System.Linq;
@ -22,6 +23,8 @@ namespace Ryujinx.Graphics.OpenGL
{
Handle = GL.CreateProgram();
GL.ProgramParameter(Handle, ProgramParameterName.ProgramBinaryRetrievableHint, 1);
for (int index = 0; index < shaders.Length; index++)
{
int shaderHandle = ((Shader)shaders[index]).Handle;
@ -93,6 +96,27 @@ namespace Ryujinx.Graphics.OpenGL
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
}
public Program(ReadOnlySpan<byte> code)
{
BinaryFormat binaryFormat = (BinaryFormat)BinaryPrimitives.ReadInt32LittleEndian(code.Slice(code.Length - 4, 4));
Handle = GL.CreateProgram();
unsafe
{
fixed (byte* ptr = code)
{
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
}
}
CheckProgramLink();
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
}
public void Bind()
{
GL.UseProgram(Handle);
@ -113,6 +137,19 @@ namespace Ryujinx.Graphics.OpenGL
}
}
public byte[] GetBinary()
{
GL.GetProgram(Handle, (GetProgramParameterName)All.ProgramBinaryLength, out int size);
byte[] data = new byte[size + 4];
GL.GetProgramBinary(Handle, size, out _, out BinaryFormat binFormat, data);
BinaryPrimitives.WriteInt32LittleEndian(data.AsSpan().Slice(size, 4), (int)binFormat);
return data;
}
public void Dispose()
{
if (Handle != 0)