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; } } }