Esempio n. 1
0
        /// <summary>
        /// Saves shader code to disk.
        /// </summary>
        /// <param name="basePath">Base path of the shader cache</param>
        /// <param name="info">Array of shader program information for all stages</param>
        /// <param name="pack">Pack with spans of guest shader code</param>
        /// <param name="code">Host binary shader code</param>
        /// <param name="hash">Hash calculated from the guest shader code</param>
        /// <param name="index">Index to disambiguate the shader in case of hash collisions</param>
        public static void Save(string basePath, ShaderProgramInfo[] info, ShaderPack pack, byte[] code, int hash, int index)
        {
            ShaderCacheFileFormat scff = new ShaderCacheFileFormat(hash, pack, code, info);

            BinaryFormatter formatter = new BinaryFormatter();

            string fileName = GetShaderPath(basePath, hash, index);

            using FileStream fs = new FileStream(fileName, FileMode.Create, FileAccess.Write);

            formatter.Serialize(fs, scff);
        }
Esempio n. 2
0
        /// <summary>
        /// Loads all cached shaders from disk.
        /// </summary>
        /// <param name="basePath">Base path of the shader cache</param>
        /// <returns>Shader cache file data array</returns>
        public static ShaderCacheFileFormat[] Load(string basePath)
        {
            string[] files = Directory.GetFiles(basePath, $"*.{Extension}", SearchOption.TopDirectoryOnly);

            List <ShaderCacheFileFormat> cached = new List <ShaderCacheFileFormat>();

            foreach (string fileName in files)
            {
                using FileStream fs = new FileStream(fileName, FileMode.Open, FileAccess.Read);

                BinaryFormatter formatter = new BinaryFormatter();

                ShaderCacheFileFormat scff = (ShaderCacheFileFormat)formatter.Deserialize(fs);

                cached.Add(scff);
            }

            return(cached.ToArray());
        }