/// <summary> /// Write the guest GpuAccessor informations to the given stream. /// </summary> /// <param name="stream">The stream to write the guest GpuAcessor</param> /// <param name="shaderContext">The shader tranlator context in use</param> /// <returns>The guest gpu accessor header</returns> private static GuestGpuAccessorHeader WriteGuestGpuAccessorCache(Stream stream, TranslatorContext shaderContext) { BinaryWriter writer = new BinaryWriter(stream); GuestGpuAccessorHeader header = CreateGuestGpuAccessorCache(shaderContext.GpuAccessor); // If we have a full gpu accessor, cache textures descriptors if (shaderContext.GpuAccessor is GpuAccessor gpuAccessor) { HashSet <int> textureHandlesInUse = shaderContext.TextureHandlesForCache; header.TextureDescriptorCount = textureHandlesInUse.Count; foreach (int textureHandle in textureHandlesInUse) { GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle)).ToCache(); textureDescriptor.Handle = (uint)textureHandle; writer.WriteStruct(textureDescriptor); } } return(header); }
/// <summary> /// Create guest shader cache entries from the runtime contexts. /// </summary> /// <param name="memoryManager">The GPU memory manager in use</param> /// <param name="shaderContexts">The runtime contexts</param> /// <returns>Guest shader cahe entries from the runtime contexts</returns> public static GuestShaderCacheEntry[] CreateShaderCacheEntries(MemoryManager memoryManager, ReadOnlySpan <TranslatorContext> shaderContexts) { int startIndex = shaderContexts.Length > 1 ? 1 : 0; GuestShaderCacheEntry[] entries = new GuestShaderCacheEntry[shaderContexts.Length - startIndex]; for (int i = startIndex; i < shaderContexts.Length; i++) { TranslatorContext context = shaderContexts[i]; if (context == null) { continue; } TranslatorContext translatorContext2 = i == 1 ? shaderContexts[0] : null; int sizeA = translatorContext2 != null ? translatorContext2.Size : 0; byte[] code = new byte[context.Size + sizeA]; memoryManager.GetSpan(context.Address, context.Size).CopyTo(code); if (translatorContext2 != null) { memoryManager.GetSpan(translatorContext2.Address, sizeA).CopyTo(code.AsSpan().Slice(context.Size, sizeA)); } GuestGpuAccessorHeader gpuAccessorHeader = CreateGuestGpuAccessorCache(context.GpuAccessor); if (context.GpuAccessor is GpuAccessor) { gpuAccessorHeader.TextureDescriptorCount = context.TextureHandlesForCache.Count; } GuestShaderCacheEntryHeader header = new GuestShaderCacheEntryHeader(context.Stage, context.Size, sizeA, gpuAccessorHeader); GuestShaderCacheEntry entry = new GuestShaderCacheEntry(header, code); if (context.GpuAccessor is GpuAccessor gpuAccessor) { foreach (int textureHandle in context.TextureHandlesForCache) { GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle, -1)).ToCache(); textureDescriptor.Handle = (uint)textureHandle; entry.TextureDescriptors.Add(textureHandle, textureDescriptor); } } entries[i - startIndex] = entry; } return(entries); }
/// <summary> /// Create the equivalent of this TextureDescriptor for the shader cache. /// </summary> /// <returns>The equivalent of this TextureDescriptor for the shader cache.</returns> public GuestTextureDescriptor ToCache() { GuestTextureDescriptor result = new GuestTextureDescriptor { Handle = uint.MaxValue, Format = UnpackFormat(), Target = UnpackTextureTarget(), IsSrgb = UnpackSrgb(), IsTextureCoordNormalized = UnpackTextureCoordNormalized(), }; return(result); }
/// <summary> /// Create the equivalent of this TextureDescriptor for the shader cache. /// </summary> /// <returns>The equivalent of this TextureDescriptor for the shader cache.</returns> public GuestTextureDescriptor ToCache() { GuestTextureDescriptor result = new GuestTextureDescriptor { Handle = uint.MaxValue, Descriptor = this }; // Clear the virtual address result.Descriptor.Word0 = 0; result.Descriptor.Word2 &= 0xFFFF0000; return(result); }
/// <summary> /// Create guest shader cache entries from the runtime contexts. /// </summary> /// <param name="channel">The GPU channel in use</param> /// <param name="shaderContexts">The runtime contexts</param> /// <returns>Guest shader cahe entries from the runtime contexts</returns> public static GuestShaderCacheEntry[] CreateShaderCacheEntries(GpuChannel channel, ReadOnlySpan <TranslatorContext> shaderContexts) { MemoryManager memoryManager = channel.MemoryManager; int startIndex = shaderContexts.Length > 1 ? 1 : 0; GuestShaderCacheEntry[] entries = new GuestShaderCacheEntry[shaderContexts.Length - startIndex]; for (int i = startIndex; i < shaderContexts.Length; i++) { TranslatorContext context = shaderContexts[i]; if (context == null) { continue; } GpuAccessor gpuAccessor = context.GpuAccessor as GpuAccessor; ulong cb1DataAddress; int cb1DataSize = gpuAccessor?.Cb1DataSize ?? 0; if (context.Stage == ShaderStage.Compute) { cb1DataAddress = channel.BufferManager.GetComputeUniformBufferAddress(1); } else { int stageIndex = context.Stage switch { ShaderStage.TessellationControl => 1, ShaderStage.TessellationEvaluation => 2, ShaderStage.Geometry => 3, ShaderStage.Fragment => 4, _ => 0 }; cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, 1); } int size = context.Size; TranslatorContext translatorContext2 = i == 1 ? shaderContexts[0] : null; int sizeA = translatorContext2 != null ? translatorContext2.Size : 0; byte[] code = new byte[size + cb1DataSize + sizeA]; memoryManager.GetSpan(context.Address, size).CopyTo(code); if (cb1DataAddress != 0 && cb1DataSize != 0) { memoryManager.Physical.GetSpan(cb1DataAddress, cb1DataSize).CopyTo(code.AsSpan(size, cb1DataSize)); } if (translatorContext2 != null) { memoryManager.GetSpan(translatorContext2.Address, sizeA).CopyTo(code.AsSpan(size + cb1DataSize, sizeA)); } GuestGpuAccessorHeader gpuAccessorHeader = CreateGuestGpuAccessorCache(context.GpuAccessor); if (gpuAccessor != null) { gpuAccessorHeader.TextureDescriptorCount = context.TextureHandlesForCache.Count; } GuestShaderCacheEntryHeader header = new GuestShaderCacheEntryHeader( context.Stage, size + cb1DataSize, sizeA, cb1DataSize, gpuAccessorHeader); GuestShaderCacheEntry entry = new GuestShaderCacheEntry(header, code); if (gpuAccessor != null) { foreach (int textureHandle in context.TextureHandlesForCache) { GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle, -1)).ToCache(); textureDescriptor.Handle = (uint)textureHandle; entry.TextureDescriptors.Add(textureHandle, textureDescriptor); } } entries[i - startIndex] = entry; } return(entries); }