Ryujinx/Ryujinx.Graphics.Shader/Translation/ShaderConfig.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

119 lines
No EOL
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;
}
}
}