using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Generic;
using System.IO;
namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
{
static class ShaderBinarySerializer
public static byte[] Pack(ShaderSource[] sources)
using MemoryStream output = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(output);
writer.Write(sources.Length);
for (int i = 0; i < sources.Length; i++)
writer.Write((int)sources[i].Stage);
writer.Write(sources[i].BinaryCode.Length);
writer.Write(sources[i].BinaryCode);
}
return output.ToArray();
public static ShaderSource[] Unpack(CachedShaderStage[] stages, byte[] code)
using MemoryStream input = new MemoryStream(code);
using BinaryReader reader = new BinaryReader(input);
List<ShaderSource> output = new List<ShaderSource>();
int count = reader.ReadInt32();
for (int i = 0; i < count; i++)
ShaderStage stage = (ShaderStage)reader.ReadInt32();
int binaryCodeLength = reader.ReadInt32();
byte[] binaryCode = reader.ReadBytes(binaryCodeLength);
output.Add(new ShaderSource(binaryCode, GetBindings(stages, stage), stage, TargetLanguage.Spirv));
private static ShaderBindings GetBindings(CachedShaderStage[] stages, ShaderStage stage)
for (int i = 0; i < stages.Length; i++)
CachedShaderStage currentStage = stages[i];
if (currentStage?.Info != null && currentStage.Info.Stage == stage)
return ShaderCache.GetBindings(currentStage.Info);
return new ShaderBindings(Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>());