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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.
49 lines
1.3 KiB
C#
49 lines
1.3 KiB
C#
using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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namespace Ryujinx.ShaderTools
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{
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class Program
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{
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private class GpuAccessor : IGpuAccessor
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{
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private readonly byte[] _data;
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public GpuAccessor(byte[] data)
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{
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_data = data;
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}
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public T MemoryRead<T>(ulong address) where T : unmanaged
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{
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return MemoryMarshal.Cast<byte, T>(new ReadOnlySpan<byte>(_data).Slice((int)address))[0];
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}
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}
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static void Main(string[] args)
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{
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if (args.Length == 1 || args.Length == 2)
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{
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TranslationFlags flags = TranslationFlags.DebugMode;
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if (args.Length == 2 && args[0] == "--compute")
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{
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flags |= TranslationFlags.Compute;
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}
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byte[] data = File.ReadAllBytes(args[^1]);
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string code = Translator.CreateContext(0, new GpuAccessor(data), flags).Translate(out _).Code;
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Console.WriteLine(code);
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}
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else
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{
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Console.WriteLine("Usage: Ryujinx.ShaderTools [--compute] shader.bin");
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}
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}
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}
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} |