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- using System;
- using System.Collections.Generic;
- using System.Runtime.CompilerServices;
- using System.Runtime.InteropServices;
- namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
- {
- /// <summary>
- /// Represent a cached shader entry in a guest shader program.
- /// </summary>
- class GuestShaderCacheEntry
- {
- /// <summary>
- /// The header of the cached shader entry.
- /// </summary>
- public GuestShaderCacheEntryHeader Header { get; }
- /// <summary>
- /// The code of this shader.
- /// </summary>
- /// <remarks>If a Vertex A is present, this also contains the code 2 section.</remarks>
- public byte[] Code { get; }
- /// <summary>
- /// The textures descriptors used for this shader.
- /// </summary>
- public Dictionary<int, GuestTextureDescriptor> TextureDescriptors { get; }
- /// <summary>
- /// Create a new instance of <see cref="GuestShaderCacheEntry"/>.
- /// </summary>
- /// <param name="header">The header of the cached shader entry</param>
- /// <param name="code">The code of this shader</param>
- public GuestShaderCacheEntry(GuestShaderCacheEntryHeader header, byte[] code)
- {
- Header = header;
- Code = code;
- TextureDescriptors = new Dictionary<int, GuestTextureDescriptor>();
- }
- /// <summary>
- /// Parse a raw cached user shader program into an array of shader cache entry.
- /// </summary>
- /// <param name="data">The raw cached user shader program</param>
- /// <param name="fileHeader">The user shader program header</param>
- /// <returns>An array of shader cache entry</returns>
- public static GuestShaderCacheEntry[] Parse(ref ReadOnlySpan<byte> data, out GuestShaderCacheHeader fileHeader)
- {
- fileHeader = MemoryMarshal.Read<GuestShaderCacheHeader>(data);
- data = data.Slice(Unsafe.SizeOf<GuestShaderCacheHeader>());
- ReadOnlySpan<GuestShaderCacheEntryHeader> entryHeaders = MemoryMarshal.Cast<byte, GuestShaderCacheEntryHeader>(data.Slice(0, fileHeader.Count * Unsafe.SizeOf<GuestShaderCacheEntryHeader>()));
- data = data.Slice(fileHeader.Count * Unsafe.SizeOf<GuestShaderCacheEntryHeader>());
- GuestShaderCacheEntry[] result = new GuestShaderCacheEntry[fileHeader.Count];
- for (int i = 0; i < result.Length; i++)
- {
- GuestShaderCacheEntryHeader header = entryHeaders[i];
- // Ignore empty entries
- if (header.Size == 0 && header.SizeA == 0)
- {
- continue;
- }
- byte[] code = data.Slice(0, header.Size + header.SizeA).ToArray();
- data = data.Slice(header.Size + header.SizeA);
- result[i] = new GuestShaderCacheEntry(header, code);
- ReadOnlySpan<GuestTextureDescriptor> textureDescriptors = MemoryMarshal.Cast<byte, GuestTextureDescriptor>(data.Slice(0, header.GpuAccessorHeader.TextureDescriptorCount * Unsafe.SizeOf<GuestTextureDescriptor>()));
- foreach (GuestTextureDescriptor textureDescriptor in textureDescriptors)
- {
- result[i].TextureDescriptors.Add((int)textureDescriptor.Handle, textureDescriptor);
- }
- data = data.Slice(header.GpuAccessorHeader.TextureDescriptorCount * Unsafe.SizeOf<GuestTextureDescriptor>());
- }
- return result;
- }
- }
- }
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