forked from Mirror/Ryujinx
Fix shader cache on Vulkan when geometry shaders are inserted (#3868)
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2e43d01d36
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2 changed files with 28 additions and 12 deletions
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 3866;
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private const uint CodeGenVersion = 3868;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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private const string SharedDataFileName = "shared.data";
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@ -379,7 +379,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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if (context.Capabilities.Api == TargetApi.Vulkan)
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if (context.Capabilities.Api == TargetApi.Vulkan)
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{
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{
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ShaderSource[] shaderSources = ShaderBinarySerializer.Unpack(shaders, hostCode, isCompute);
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ShaderSource[] shaderSources = ShaderBinarySerializer.Unpack(shaders, hostCode);
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hostProgram = context.Renderer.CreateProgram(shaderSources, shaderInfo);
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hostProgram = context.Renderer.CreateProgram(shaderSources, shaderInfo);
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}
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}
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@ -1,5 +1,7 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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@ -12,8 +14,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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using MemoryStream output = new MemoryStream();
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using MemoryStream output = new MemoryStream();
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using BinaryWriter writer = new BinaryWriter(output);
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using BinaryWriter writer = new BinaryWriter(output);
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writer.Write(sources.Length);
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for (int i = 0; i < sources.Length; i++)
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for (int i = 0; i < sources.Length; i++)
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{
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{
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writer.Write((int)sources[i].Stage);
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writer.Write(sources[i].BinaryCode.Length);
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writer.Write(sources[i].BinaryCode.Length);
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writer.Write(sources[i].BinaryCode);
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writer.Write(sources[i].BinaryCode);
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}
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}
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@ -21,29 +26,40 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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return output.ToArray();
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return output.ToArray();
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}
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}
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public static ShaderSource[] Unpack(CachedShaderStage[] stages, byte[] code, bool compute)
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public static ShaderSource[] Unpack(CachedShaderStage[] stages, byte[] code)
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{
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{
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using MemoryStream input = new MemoryStream(code);
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using MemoryStream input = new MemoryStream(code);
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using BinaryReader reader = new BinaryReader(input);
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using BinaryReader reader = new BinaryReader(input);
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List<ShaderSource> output = new List<ShaderSource>();
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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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int count = reader.ReadInt32();
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for (int i = 0; i < count; i++)
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{
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{
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CachedShaderStage stage = stages[i];
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ShaderStage stage = (ShaderStage)reader.ReadInt32();
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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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int binaryCodeLength = reader.ReadInt32();
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byte[] binaryCode = reader.ReadBytes(binaryCodeLength);
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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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output.Add(new ShaderSource(binaryCode, GetBindings(stages, stage), stage, TargetLanguage.Spirv));
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}
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}
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return output.ToArray();
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return output.ToArray();
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}
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}
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private static ShaderBindings GetBindings(CachedShaderStage[] stages, ShaderStage stage)
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{
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for (int i = 0; i < stages.Length; i++)
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{
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CachedShaderStage currentStage = stages[i];
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if (currentStage != null && currentStage.Info.Stage == stage && currentStage.Info != null)
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{
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return ShaderCache.GetBindings(currentStage.Info);
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}
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}
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return new ShaderBindings(Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>());
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}
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}
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}
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}
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}
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