mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-11 10:39:58 +01:00
48f6570557
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
168 lines
6.1 KiB
C#
168 lines
6.1 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
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using System;
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using System.Collections.Generic;
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using System.IO;
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namespace Ryujinx.Graphics.Gpu.Shader.Cache
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{
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/// <summary>
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/// Global Manager of the shader cache.
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/// </summary>
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class CacheManager : IDisposable
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{
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private CacheGraphicsApi _graphicsApi;
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private CacheHashType _hashType;
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private string _shaderProvider;
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/// <summary>
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/// Cache storing raw Maxwell shaders as programs.
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/// </summary>
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private CacheCollection _guestProgramCache;
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/// <summary>
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/// Cache storing raw host programs.
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/// </summary>
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private CacheCollection _hostProgramCache;
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/// <summary>
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/// Version of the guest cache shader (to increment when guest cache structure change).
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/// </summary>
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private const ulong GuestCacheVersion = 1;
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/// <summary>
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/// Create a new cache manager instance
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/// </summary>
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/// <param name="graphicsApi">The graphics api in use</param>
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/// <param name="hashType">The hash type in use for the cache</param>
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/// <param name="shaderProvider">The name of the codegen provider</param>
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/// <param name="titleId">The guest application title ID</param>
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/// <param name="shaderCodeGenVersion">Version of the codegen</param>
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public CacheManager(CacheGraphicsApi graphicsApi, CacheHashType hashType, string shaderProvider, string titleId, ulong shaderCodeGenVersion)
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{
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_graphicsApi = graphicsApi;
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_hashType = hashType;
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_shaderProvider = shaderProvider;
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string baseCacheDirectory = Path.Combine(AppDataManager.GamesDirPath, titleId, "cache", "shader");
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_guestProgramCache = new CacheCollection(baseCacheDirectory, _hashType, CacheGraphicsApi.Guest, "", "program", GuestCacheVersion);
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_hostProgramCache = new CacheCollection(baseCacheDirectory, _hashType, _graphicsApi, _shaderProvider, "host", shaderCodeGenVersion);
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}
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/// <summary>
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/// Entries to remove from the manifest.
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/// </summary>
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/// <param name="entries">Entries to remove from the manifest of all caches</param>
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public void RemoveManifestEntries(HashSet<Hash128> entries)
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{
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_guestProgramCache.RemoveManifestEntries(entries);
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_hostProgramCache.RemoveManifestEntries(entries);
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}
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/// <summary>
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/// Queue a task to flush temporary files to the archives.
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/// </summary>
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public void FlushToArchive()
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{
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_guestProgramCache.FlushToArchiveAsync();
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_hostProgramCache.FlushToArchiveAsync();
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}
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/// <summary>
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/// Wait for all tasks before this given point to be done.
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/// </summary>
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public void Synchronize()
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{
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_guestProgramCache.Synchronize();
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_hostProgramCache.Synchronize();
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}
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/// <summary>
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/// Computes the hash of some data using the current cache hashing algorithm.
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/// </summary>
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/// <param name="data">Some data to generate a hash for.</param>
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/// <returns>The hash of some data using the current hashing algorithm of the cache</returns>
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public Hash128 ComputeHash(ReadOnlySpan<byte> data)
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{
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return XXHash128.ComputeHash(data);
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}
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/// <summary>
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/// Save a shader program not present in the program cache.
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/// </summary>
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/// <param name="programCodeHash">Target program code hash</param>
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/// <param name="guestProgram">Guest program raw data</param>
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/// <param name="hostProgram">Host program raw data</param>
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public void SaveProgram(ref Hash128 programCodeHash, byte[] guestProgram, byte[] hostProgram)
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{
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_guestProgramCache.AddValue(ref programCodeHash, guestProgram);
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_hostProgramCache.AddValue(ref programCodeHash, hostProgram);
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}
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/// <summary>
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/// Add a host shader program not present in the program cache.
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/// </summary>
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/// <param name="programCodeHash">Target program code hash</param>
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/// <param name="data">Host program raw data</param>
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public void AddHostProgram(ref Hash128 programCodeHash, byte[] data)
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{
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_hostProgramCache.AddValue(ref programCodeHash, data);
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}
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/// <summary>
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/// Replace a host shader program present in the program cache.
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/// </summary>
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/// <param name="programCodeHash">Target program code hash</param>
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/// <param name="data">Host program raw data</param>
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public void ReplaceHostProgram(ref Hash128 programCodeHash, byte[] data)
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{
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_hostProgramCache.ReplaceValue(ref programCodeHash, data);
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}
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/// <summary>
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/// Get all guest program hashes.
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/// </summary>
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/// <returns>All guest program hashes</returns>
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public ReadOnlySpan<Hash128> GetGuestProgramList()
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{
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return _guestProgramCache.HashTable;
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}
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/// <summary>
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/// Get a host program by hash.
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/// </summary>
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/// <param name="hash">The given hash</param>
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/// <returns>The host program if present or null</returns>
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public byte[] GetHostProgramByHash(ref Hash128 hash)
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{
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return _hostProgramCache.GetValueRaw(ref hash);
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}
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/// <summary>
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/// Get a guest program by hash.
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/// </summary>
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/// <param name="hash">The given hash</param>
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/// <returns>The guest program if present or null</returns>
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public byte[] GetGuestProgramByHash(ref Hash128 hash)
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{
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return _guestProgramCache.GetValueRaw(ref hash);
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_guestProgramCache.Dispose();
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_hostProgramCache.Dispose();
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}
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}
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}
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}
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