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