mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-11-16 01:55:27 +00:00
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.
119 lines
3.9 KiB
C#
119 lines
3.9 KiB
C#
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Shader.Translation
|
|
{
|
|
class ShaderConfig
|
|
{
|
|
public ShaderStage Stage { get; }
|
|
|
|
public OutputTopology OutputTopology { get; }
|
|
|
|
public int MaxOutputVertices { get; }
|
|
|
|
public int LocalMemorySize { get; }
|
|
|
|
public ImapPixelType[] ImapTypes { get; }
|
|
|
|
public OmapTarget[] OmapTargets { get; }
|
|
public bool OmapSampleMask { get; }
|
|
public bool OmapDepth { get; }
|
|
|
|
public IGpuAccessor GpuAccessor { get; }
|
|
|
|
public TranslationFlags Flags { get; }
|
|
|
|
public TranslationCounts Counts { get; }
|
|
|
|
public int Size { get; private set; }
|
|
|
|
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;
|
|
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;
|
|
TextureHandlesForCache = new HashSet<int>();
|
|
}
|
|
|
|
public int GetDepthRegister()
|
|
{
|
|
int count = 0;
|
|
|
|
for (int index = 0; index < OmapTargets.Length; index++)
|
|
{
|
|
for (int component = 0; component < 4; component++)
|
|
{
|
|
if (OmapTargets[index].ComponentEnabled(component))
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// The depth register is always two registers after the last color output.
|
|
return count + 1;
|
|
}
|
|
|
|
public TextureFormat GetTextureFormat(int handle)
|
|
{
|
|
// When the formatted load extension is supported, we don't need to
|
|
// specify a format, we can just declare it without a format and the GPU will handle it.
|
|
if (GpuAccessor.QuerySupportsImageLoadFormatted())
|
|
{
|
|
return TextureFormat.Unknown;
|
|
}
|
|
|
|
var format = GpuAccessor.QueryTextureFormat(handle);
|
|
|
|
if (format == TextureFormat.Unknown)
|
|
{
|
|
GpuAccessor.Log($"Unknown format for texture {handle}.");
|
|
|
|
format = TextureFormat.R8G8B8A8Unorm;
|
|
}
|
|
|
|
return format;
|
|
}
|
|
|
|
public void SizeAdd(int size)
|
|
{
|
|
Size += size;
|
|
}
|
|
|
|
public void SetUsedFeature(FeatureFlags flags)
|
|
{
|
|
UsedFeatures |= flags;
|
|
}
|
|
}
|
|
} |