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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.
52 lines
1.6 KiB
C#
52 lines
1.6 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Cached shader code for a single shader stage.
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/// </summary>
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class ShaderCodeHolder
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{
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/// <summary>
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/// Shader program containing translated code.
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/// </summary>
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public ShaderProgram Program { get; }
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/// <summary>
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/// Shader program information.
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/// </summary>
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public ShaderProgramInfo Info { get; }
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/// <summary>
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/// Host shader object.
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/// </summary>
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/// <remarks>Null if the host shader program cache is in use.</remarks>
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public IShader HostShader { get; set; }
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/// <summary>
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/// Maxwell binary shader code.
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/// </summary>
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public byte[] Code { get; }
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/// <summary>
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/// Optional maxwell binary shader code for "Vertex A" shader.
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/// </summary>
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public byte[] Code2 { get; }
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/// <summary>
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/// Creates a new instace of the shader code holder.
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/// </summary>
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/// <param name="program">Shader program</param>
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/// <param name="info">Shader program information</param>
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/// <param name="code">Maxwell binary shader code</param>
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/// <param name="code2">Optional binary shader code of the "Vertex A" shader, when combined with "Vertex B"</param>
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public ShaderCodeHolder(ShaderProgram program, ShaderProgramInfo info, byte[] code, byte[] code2 = null)
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{
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Program = program;
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Info = info;
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Code = code;
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Code2 = code2;
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}
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}
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} |