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![Mary](/assets/img/avatar_default.png)
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.
155 lines
5.8 KiB
C#
155 lines
5.8 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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class CachedGpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
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{
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private readonly GpuContext _context;
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private readonly ReadOnlyMemory<byte> _data;
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private readonly GuestGpuAccessorHeader _header;
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private readonly Dictionary<int, Image.TextureDescriptor> _textureDescriptors;
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/// <summary>
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/// Creates a new instance of the cached GPU state accessor for shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="data">The data of the shader</param>
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/// <param name="header">The cache of the GPU accessor</param>
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/// <param name="guestTextureDescriptors">The cache of the texture descriptors</param>
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public CachedGpuAccessor(GpuContext context, ReadOnlyMemory<byte> data, GuestGpuAccessorHeader header, Dictionary<int, GuestTextureDescriptor> guestTextureDescriptors)
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{
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_context = context;
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_data = data;
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_header = header;
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_textureDescriptors = new Dictionary<int, Image.TextureDescriptor>();
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foreach (KeyValuePair<int, GuestTextureDescriptor> guestTextureDescriptor in guestTextureDescriptors)
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{
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_textureDescriptors.Add(guestTextureDescriptor.Key, guestTextureDescriptor.Value.Descriptor);
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}
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}
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/// <summary>
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/// Prints a log message.
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/// </summary>
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/// <param name="message">Message to print</param>
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public void Log(string message)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
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}
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/// <summary>
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/// Reads data from GPU memory.
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/// </summary>
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/// <typeparam name="T">Type of the data to be read</typeparam>
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/// <param name="address">GPU virtual address of the data</param>
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/// <returns>Data at the memory location</returns>
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public override T MemoryRead<T>(ulong address)
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{
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return MemoryMarshal.Cast<byte, T>(_data.Span.Slice((int)address))[0];
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}
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/// <summary>
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/// Checks if a given memory address is mapped.
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/// </summary>
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/// <param name="address">GPU virtual address to be checked</param>
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/// <returns>True if the address is mapped, false otherwise</returns>
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public bool MemoryMapped(ulong address)
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{
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return address < (ulong)_data.Length;
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}
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/// <summary>
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/// Queries Local Size X for compute shaders.
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/// </summary>
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/// <returns>Local Size X</returns>
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public int QueryComputeLocalSizeX()
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{
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return _header.ComputeLocalSizeX;
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}
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/// <summary>
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/// Queries Local Size Y for compute shaders.
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/// </summary>
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/// <returns>Local Size Y</returns>
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public int QueryComputeLocalSizeY()
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{
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return _header.ComputeLocalSizeY;
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}
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/// <summary>
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/// Queries Local Size Z for compute shaders.
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/// </summary>
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/// <returns>Local Size Z</returns>
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public int QueryComputeLocalSizeZ()
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{
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return _header.ComputeLocalSizeZ;
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}
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/// <summary>
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/// Queries Local Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Local Memory size in bytes</returns>
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public int QueryComputeLocalMemorySize()
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{
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return _header.ComputeLocalMemorySize;
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}
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/// <summary>
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/// Queries Shared Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Shared Memory size in bytes</returns>
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public int QueryComputeSharedMemorySize()
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{
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return _header.ComputeSharedMemorySize;
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}
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/// <summary>
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/// Queries current primitive topology for geometry shaders.
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/// </summary>
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/// <returns>Current primitive topology</returns>
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public InputTopology QueryPrimitiveTopology()
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{
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return _header.PrimitiveTopology;
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}
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/// <summary>
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/// Queries host storage buffer alignment required.
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/// </summary>
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/// <returns>Host storage buffer alignment in bytes</returns>
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public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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/// <summary>
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/// Queries host support for readable images without a explicit format declaration on the shader.
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/// </summary>
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/// <returns>True if formatted image load is supported, false otherwise</returns>
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public bool QuerySupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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/// <summary>
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/// Queries host GPU non-constant texture offset support.
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/// </summary>
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
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/// <returns>Texture descriptor</returns>
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public override Image.TextureDescriptor GetTextureDescriptor(int handle)
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{
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if (!_textureDescriptors.TryGetValue(handle, out Image.TextureDescriptor textureDescriptor))
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{
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throw new ArgumentException();
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}
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return textureDescriptor;
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}
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}
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}
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