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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Mary 2020-11-13 00:15:34 +01:00 committed by GitHub
parent 7166e82c3c
commit 48f6570557
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GPG key ID: 4AEE18F83AFDEB23
57 changed files with 3589 additions and 396 deletions

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@ -1,3 +1,5 @@
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.Translation
{
class ShaderConfig
@ -26,38 +28,42 @@ namespace Ryujinx.Graphics.Shader.Translation
public FeatureFlags UsedFeatures { get; private set; }
public HashSet<int> TextureHandlesForCache { get; }
public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
{
Stage = ShaderStage.Compute;
OutputTopology = OutputTopology.PointList;
MaxOutputVertices = 0;
LocalMemorySize = 0;
ImapTypes = null;
OmapTargets = null;
OmapSampleMask = false;
OmapDepth = false;
GpuAccessor = gpuAccessor;
Flags = flags;
Size = 0;
UsedFeatures = FeatureFlags.None;
Counts = counts;
Stage = ShaderStage.Compute;
OutputTopology = OutputTopology.PointList;
MaxOutputVertices = 0;
LocalMemorySize = 0;
ImapTypes = null;
OmapTargets = null;
OmapSampleMask = false;
OmapDepth = false;
GpuAccessor = gpuAccessor;
Flags = flags;
Size = 0;
UsedFeatures = FeatureFlags.None;
Counts = counts;
TextureHandlesForCache = new HashSet<int>();
}
public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
{
Stage = header.Stage;
OutputTopology = header.OutputTopology;
MaxOutputVertices = header.MaxOutputVertexCount;
LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
ImapTypes = header.ImapTypes;
OmapTargets = header.OmapTargets;
OmapSampleMask = header.OmapSampleMask;
OmapDepth = header.OmapDepth;
GpuAccessor = gpuAccessor;
Flags = flags;
Size = 0;
UsedFeatures = FeatureFlags.None;
Counts = counts;
Stage = header.Stage;
OutputTopology = header.OutputTopology;
MaxOutputVertices = header.MaxOutputVertexCount;
LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
ImapTypes = header.ImapTypes;
OmapTargets = header.OmapTargets;
OmapSampleMask = header.OmapSampleMask;
OmapDepth = header.OmapDepth;
GpuAccessor = gpuAccessor;
Flags = flags;
Size = 0;
UsedFeatures = FeatureFlags.None;
Counts = counts;
TextureHandlesForCache = new HashSet<int>();
}
public int GetDepthRegister()