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- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Shader.Translation;
- using System.Collections.Generic;
- using System.IO;
- namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
- {
- static class ShaderBinarySerializer
- {
- public static byte[] Pack(ShaderSource[] sources)
- {
- using MemoryStream output = new MemoryStream();
- using BinaryWriter writer = new BinaryWriter(output);
- for (int i = 0; i < sources.Length; i++)
- {
- writer.Write(sources[i].BinaryCode.Length);
- writer.Write(sources[i].BinaryCode);
- }
- return output.ToArray();
- }
- public static ShaderSource[] Unpack(CachedShaderStage[] stages, byte[] code, bool compute)
- {
- using MemoryStream input = new MemoryStream(code);
- using BinaryReader reader = new BinaryReader(input);
- List<ShaderSource> output = new List<ShaderSource>();
- for (int i = compute ? 0 : 1; i < stages.Length; i++)
- {
- CachedShaderStage stage = stages[i];
- if (stage == null)
- {
- continue;
- }
- int binaryCodeLength = reader.ReadInt32();
- byte[] binaryCode = reader.ReadBytes(binaryCodeLength);
- output.Add(new ShaderSource(binaryCode, ShaderCache.GetBindings(stage.Info), stage.Info.Stage, TargetLanguage.Spirv));
- }
- return output.ToArray();
- }
- }
- }
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