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https://github.com/ryujinx-mirror/ryujinx.git
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48f6570557
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.
210 lines
8.2 KiB
C#
210 lines
8.2 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.IO;
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using System.Linq;
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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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/// Host shader entry used for binding information.
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/// </summary>
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class HostShaderCacheEntry
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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 HostShaderCacheEntryHeader Header { get; }
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/// <summary>
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/// Cached constant buffers.
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/// </summary>
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public BufferDescriptor[] CBuffers { get; }
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/// <summary>
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/// Cached storage buffers.
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/// </summary>
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public BufferDescriptor[] SBuffers { get; }
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/// <summary>
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/// Cached texture descriptors.
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/// </summary>
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public TextureDescriptor[] Textures { get; }
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/// <summary>
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/// Cached image descriptors.
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/// </summary>
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public TextureDescriptor[] Images { get; }
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/// <summary>
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/// Create a new instance of <see cref="HostShaderCacheEntry"/>.
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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="cBuffers">Cached constant buffers</param>
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/// <param name="sBuffers">Cached storage buffers</param>
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/// <param name="textures">Cached texture descriptors</param>
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/// <param name="images">Cached image descriptors</param>
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private HostShaderCacheEntry(
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HostShaderCacheEntryHeader header,
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BufferDescriptor[] cBuffers,
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BufferDescriptor[] sBuffers,
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TextureDescriptor[] textures,
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TextureDescriptor[] images)
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{
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Header = header;
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CBuffers = cBuffers;
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SBuffers = sBuffers;
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Textures = textures;
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Images = images;
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}
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private HostShaderCacheEntry()
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{
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Header = new HostShaderCacheEntryHeader();
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CBuffers = new BufferDescriptor[0];
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SBuffers = new BufferDescriptor[0];
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Textures = new TextureDescriptor[0];
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Images = new TextureDescriptor[0];
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}
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private HostShaderCacheEntry(ShaderProgramInfo programInfo)
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{
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Header = new HostShaderCacheEntryHeader(programInfo.CBuffers.Count,
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programInfo.SBuffers.Count,
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programInfo.Textures.Count,
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programInfo.Images.Count,
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programInfo.UsesInstanceId);
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CBuffers = programInfo.CBuffers.ToArray();
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SBuffers = programInfo.SBuffers.ToArray();
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Textures = programInfo.Textures.ToArray();
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Images = programInfo.Images.ToArray();
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}
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/// <summary>
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/// Convert the host shader entry to a <see cref="ShaderProgramInfo"/>.
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/// </summary>
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/// <returns>A new <see cref="ShaderProgramInfo"/> from this instance</returns>
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internal ShaderProgramInfo ToShaderProgramInfo()
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{
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return new ShaderProgramInfo(CBuffers, SBuffers, Textures, Images, Header.UsesInstanceId);
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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 host shader</param>
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/// <param name="programCode">The host shader program</param>
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/// <returns>An array of shader cache entry</returns>
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internal static HostShaderCacheEntry[] Parse(ReadOnlySpan<byte> data, out ReadOnlySpan<byte> programCode)
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{
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HostShaderCacheHeader fileHeader = MemoryMarshal.Read<HostShaderCacheHeader>(data);
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data = data.Slice(Unsafe.SizeOf<HostShaderCacheHeader>());
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ReadOnlySpan<HostShaderCacheEntryHeader> entryHeaders = MemoryMarshal.Cast<byte, HostShaderCacheEntryHeader>(data.Slice(0, fileHeader.Count * Unsafe.SizeOf<HostShaderCacheEntryHeader>()));
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data = data.Slice(fileHeader.Count * Unsafe.SizeOf<HostShaderCacheEntryHeader>());
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HostShaderCacheEntry[] result = new HostShaderCacheEntry[fileHeader.Count];
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for (int i = 0; i < result.Length; i++)
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{
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HostShaderCacheEntryHeader header = entryHeaders[i];
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if (!header.InUse)
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{
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continue;
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}
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int cBufferDescriptorsSize = header.CBuffersCount * Unsafe.SizeOf<BufferDescriptor>();
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int sBufferDescriptorsSize = header.SBuffersCount * Unsafe.SizeOf<BufferDescriptor>();
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int textureDescriptorsSize = header.TexturesCount * Unsafe.SizeOf<TextureDescriptor>();
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int imageDescriptorsSize = header.ImagesCount * Unsafe.SizeOf<TextureDescriptor>();
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ReadOnlySpan<BufferDescriptor> cBuffers = MemoryMarshal.Cast<byte, BufferDescriptor>(data.Slice(0, cBufferDescriptorsSize));
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data = data.Slice(cBufferDescriptorsSize);
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ReadOnlySpan<BufferDescriptor> sBuffers = MemoryMarshal.Cast<byte, BufferDescriptor>(data.Slice(0, sBufferDescriptorsSize));
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data = data.Slice(sBufferDescriptorsSize);
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ReadOnlySpan<TextureDescriptor> textureDescriptors = MemoryMarshal.Cast<byte, TextureDescriptor>(data.Slice(0, textureDescriptorsSize));
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data = data.Slice(textureDescriptorsSize);
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ReadOnlySpan<TextureDescriptor> imageDescriptors = MemoryMarshal.Cast<byte, TextureDescriptor>(data.Slice(0, imageDescriptorsSize));
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data = data.Slice(imageDescriptorsSize);
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result[i] = new HostShaderCacheEntry(header, cBuffers.ToArray(), sBuffers.ToArray(), textureDescriptors.ToArray(), imageDescriptors.ToArray());
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}
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programCode = data.Slice(0, fileHeader.CodeSize);
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return result;
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}
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/// <summary>
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/// Create a new host shader cache file.
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/// </summary>
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/// <param name="programCode">The host shader program</param>
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/// <param name="codeHolders">The shaders code holder</param>
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/// <returns>Raw data of a new host shader cache file</returns>
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internal static byte[] Create(ReadOnlySpan<byte> programCode, ShaderCodeHolder[] codeHolders)
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{
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HostShaderCacheHeader header = new HostShaderCacheHeader((byte)codeHolders.Length, programCode.Length);
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HostShaderCacheEntry[] entries = new HostShaderCacheEntry[codeHolders.Length];
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for (int i = 0; i < codeHolders.Length; i++)
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{
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if (codeHolders[i] == null)
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{
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entries[i] = new HostShaderCacheEntry();
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}
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else
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{
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entries[i] = new HostShaderCacheEntry(codeHolders[i].Info);
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}
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}
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using (MemoryStream stream = new MemoryStream())
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{
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BinaryWriter writer = new BinaryWriter(stream);
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writer.WriteStruct(header);
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foreach (HostShaderCacheEntry entry in entries)
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{
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writer.WriteStruct(entry.Header);
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}
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foreach (HostShaderCacheEntry entry in entries)
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{
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foreach (BufferDescriptor cBuffer in entry.CBuffers)
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{
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writer.WriteStruct(cBuffer);
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}
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foreach (BufferDescriptor sBuffer in entry.SBuffers)
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{
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writer.WriteStruct(sBuffer);
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}
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foreach (TextureDescriptor texture in entry.Textures)
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{
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writer.WriteStruct(texture);
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}
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foreach (TextureDescriptor image in entry.Images)
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{
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writer.WriteStruct(image);
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}
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}
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writer.Write(programCode);
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return stream.ToArray();
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}
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}
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}
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}
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