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3b46bb73f7
* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address remaining dotnet format analyzer warnings * Address review comments * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Another rebase, another dotnet format run * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Remove a few unused parameters * Replace MmeShadowScratch with Array256<uint> * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Fix and silence a few dotnet-format warnings again * Run dotnet format after rebase * Address IDE0251 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First pass of dotnet format * Add unsafe dotnet format changes * Fix typos * Add trailing commas * Disable formatting for FormatTable * Address review feedback
71 lines
2.6 KiB
C#
71 lines
2.6 KiB
C#
using Ryujinx.Graphics.Gpu.Shader.HashTable;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Compute shader cache hash table.
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/// </summary>
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class ComputeShaderCacheHashTable
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{
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private readonly PartitionedHashTable<ShaderSpecializationList> _cache;
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private readonly List<CachedShaderProgram> _shaderPrograms;
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/// <summary>
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/// Creates a new compute shader cache hash table.
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/// </summary>
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public ComputeShaderCacheHashTable()
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{
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_cache = new PartitionedHashTable<ShaderSpecializationList>();
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_shaderPrograms = new List<CachedShaderProgram>();
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}
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/// <summary>
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/// Adds a program to the cache.
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/// </summary>
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/// <param name="program">Program to be added</param>
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public void Add(CachedShaderProgram program)
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{
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var specList = _cache.GetOrAdd(program.Shaders[0].Code, new ShaderSpecializationList());
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specList.Add(program);
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_shaderPrograms.Add(program);
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}
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/// <summary>
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/// Tries to find a cached program.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="computeState">Compute state</param>
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/// <param name="gpuVa">GPU virtual address of the compute shader</param>
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/// <param name="program">Cached host program for the given state, if found</param>
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/// <param name="cachedGuestCode">Cached guest code, if any found</param>
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/// <returns>True if a cached host program was found, false otherwise</returns>
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public bool TryFind(
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GpuChannel channel,
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GpuChannelPoolState poolState,
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GpuChannelComputeState computeState,
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ulong gpuVa,
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out CachedShaderProgram program,
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out byte[] cachedGuestCode)
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{
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program = null;
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ShaderCodeAccessor codeAccessor = new(channel.MemoryManager, gpuVa);
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bool hasSpecList = _cache.TryFindItem(codeAccessor, out var specList, out cachedGuestCode);
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return hasSpecList && specList.TryFindForCompute(channel, poolState, computeState, out program);
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}
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/// <summary>
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/// Gets all programs that have been added to the table.
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/// </summary>
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/// <returns>Programs added to the table</returns>
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public IEnumerable<CachedShaderProgram> GetPrograms()
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{
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foreach (var program in _shaderPrograms)
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{
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yield return program;
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}
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}
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}
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}
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