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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader.Translation;
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);
for (int i = 0; i < sources.Length; i++)
{
writer.Write(sources[i].BinaryCode.Length);
writer.Write(sources[i].BinaryCode);
}
return output.ToArray();
}
public static ShaderSource[] Unpack(CachedShaderStage[] stages, byte[] code, bool compute)
{
using MemoryStream input = new MemoryStream(code);
using BinaryReader reader = new BinaryReader(input);
List<ShaderSource> output = new List<ShaderSource>();
for (int i = compute ? 0 : 1; i < stages.Length; i++)
{
CachedShaderStage stage = stages[i];
if (stage == null)
{
continue;
}
int binaryCodeLength = reader.ReadInt32();
byte[] binaryCode = reader.ReadBytes(binaryCodeLength);
output.Add(new ShaderSource(binaryCode, ShaderCache.GetBindings(stage.Info), stage.Info.Stage, TargetLanguage.Spirv));
}
return output.ToArray();
}
}
}
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