Esempio n. 1
0
        /// <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);
        }
Esempio n. 2
0
 /// <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>
 private GuestShaderCacheEntry(GuestShaderCacheEntryHeader header, byte[] code)
 {
     Header             = header;
     Code               = code;
     TextureDescriptors = new Dictionary <int, GuestTextureDescriptor>();
 }