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- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Shader;
- using Ryujinx.Graphics.Shader.Translation;
- using System;
- 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);
- writer.Write(sources.Length);
- for (int i = 0; i < sources.Length; i++)
- {
- writer.Write((int)sources[i].Stage);
- writer.Write(sources[i].BinaryCode.Length);
- writer.Write(sources[i].BinaryCode);
- }
- return output.ToArray();
- }
- public static ShaderSource[] Unpack(CachedShaderStage[] stages, byte[] code)
- {
- using MemoryStream input = new MemoryStream(code);
- using BinaryReader reader = new BinaryReader(input);
- List<ShaderSource> output = new List<ShaderSource>();
- int count = reader.ReadInt32();
- for (int i = 0; i < count; i++)
- {
- ShaderStage stage = (ShaderStage)reader.ReadInt32();
- int binaryCodeLength = reader.ReadInt32();
- byte[] binaryCode = reader.ReadBytes(binaryCodeLength);
- output.Add(new ShaderSource(binaryCode, GetBindings(stages, stage), stage, TargetLanguage.Spirv));
- }
- return output.ToArray();
- }
- private static ShaderBindings GetBindings(CachedShaderStage[] stages, ShaderStage stage)
- {
- for (int i = 0; i < stages.Length; i++)
- {
- CachedShaderStage currentStage = stages[i];
- if (currentStage?.Info != null && currentStage.Info.Stage == stage)
- {
- return ShaderCache.GetBindings(currentStage.Info);
- }
- }
- return new ShaderBindings(Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>());
- }
- }
- }
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