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* Make all structs readonly when applicable. It should reduce amount of needless defensive copies * Make structs with trivial boilerplate equality code record structs * Remove unnecessary readonly modifiers from TextureCreateInfo * Make BitMap structs readonly too
139 lines
4.6 KiB
C#
139 lines
4.6 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Common.Logging;
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using System;
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using System.IO;
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namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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{
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/// <summary>
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/// Represents a background disk cache writer.
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/// </summary>
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class BackgroundDiskCacheWriter : IDisposable
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{
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/// <summary>
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/// Possible operation to do on the <see cref="_fileWriterWorkerQueue"/>.
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/// </summary>
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private enum CacheFileOperation
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{
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/// <summary>
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/// Operation to add a shader to the cache.
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/// </summary>
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AddShader
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}
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/// <summary>
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/// Represents an operation to perform on the <see cref="_fileWriterWorkerQueue"/>.
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/// </summary>
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private readonly struct CacheFileOperationTask
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{
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/// <summary>
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/// The type of operation to perform.
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/// </summary>
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public readonly CacheFileOperation Type;
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/// <summary>
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/// The data associated to this operation or null.
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/// </summary>
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public readonly object Data;
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public CacheFileOperationTask(CacheFileOperation type, object data)
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{
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Type = type;
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Data = data;
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}
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}
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/// <summary>
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/// Background shader cache write information.
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/// </summary>
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private readonly struct AddShaderData
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{
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/// <summary>
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/// Cached shader program.
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/// </summary>
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public readonly CachedShaderProgram Program;
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/// <summary>
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/// Binary host code.
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/// </summary>
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public readonly byte[] HostCode;
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/// <summary>
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/// Creates a new background shader cache write information.
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/// </summary>
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/// <param name="program">Cached shader program</param>
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/// <param name="hostCode">Binary host code</param>
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public AddShaderData(CachedShaderProgram program, byte[] hostCode)
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{
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Program = program;
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HostCode = hostCode;
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}
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}
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private readonly GpuContext _context;
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private readonly DiskCacheHostStorage _hostStorage;
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private readonly AsyncWorkQueue<CacheFileOperationTask> _fileWriterWorkerQueue;
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/// <summary>
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/// Creates a new background disk cache writer.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="hostStorage">Disk cache host storage</param>
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public BackgroundDiskCacheWriter(GpuContext context, DiskCacheHostStorage hostStorage)
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{
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_context = context;
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_hostStorage = hostStorage;
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_fileWriterWorkerQueue = new AsyncWorkQueue<CacheFileOperationTask>(ProcessTask, "GPU.BackgroundDiskCacheWriter");
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}
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/// <summary>
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/// Processes a shader cache background operation.
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/// </summary>
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/// <param name="task">Task to process</param>
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private void ProcessTask(CacheFileOperationTask task)
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{
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switch (task.Type)
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{
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case CacheFileOperation.AddShader:
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AddShaderData data = (AddShaderData)task.Data;
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try
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{
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_hostStorage.AddShader(_context, data.Program, data.HostCode);
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}
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catch (DiskCacheLoadException diskCacheLoadException)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Error writing shader to disk cache. {diskCacheLoadException.Message}");
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}
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catch (IOException ioException)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Error writing shader to disk cache. {ioException.Message}");
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}
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break;
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}
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}
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/// <summary>
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/// Adds a shader program to be cached in the background.
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/// </summary>
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/// <param name="program">Shader program to cache</param>
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/// <param name="hostCode">Host binary code of the program</param>
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public void AddShader(CachedShaderProgram program, byte[] hostCode)
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{
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_fileWriterWorkerQueue.Add(new CacheFileOperationTask(CacheFileOperation.AddShader, new AddShaderData(program, hostCode)));
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_fileWriterWorkerQueue.Dispose();
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}
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}
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}
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}
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