Ryujinx-git/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/HostShaderCacheEntry.cs
Mary 48f6570557
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.
2020-11-13 00:15:34 +01:00

210 lines
8.2 KiB
C#

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