/// <summary> /// Create a new host shader cache file. /// </summary> /// <param name="programCode">The host shader program</param> /// <param name="codeHolders">The shaders code holder</param> /// <returns>Raw data of a new host shader cache file</returns> internal static byte[] Create(ReadOnlySpan <byte> programCode, ShaderCodeHolder[] codeHolders) { HostShaderCacheHeader header = new HostShaderCacheHeader((byte)codeHolders.Length, programCode.Length); HostShaderCacheEntry[] entries = new HostShaderCacheEntry[codeHolders.Length]; for (int i = 0; i < codeHolders.Length; i++) { if (codeHolders[i] == null) { entries[i] = new HostShaderCacheEntry(); } else { entries[i] = new HostShaderCacheEntry(codeHolders[i].Info); } } using (MemoryStream stream = new MemoryStream()) { BinaryWriter writer = new BinaryWriter(stream); writer.WriteStruct(header); foreach (HostShaderCacheEntry entry in entries) { writer.WriteStruct(entry.Header); } foreach (HostShaderCacheEntry entry in entries) { foreach (BufferDescriptor cBuffer in entry.CBuffers) { writer.WriteStruct(cBuffer); } foreach (BufferDescriptor sBuffer in entry.SBuffers) { writer.WriteStruct(sBuffer); } foreach (TextureDescriptor texture in entry.Textures) { writer.WriteStruct(texture); } foreach (TextureDescriptor image in entry.Images) { writer.WriteStruct(image); } } writer.Write(programCode); return(stream.ToArray()); } }
/// <summary> /// Parse a raw cached user shader program into an array of shader cache entry. /// </summary> /// <param name="data">The raw cached host shader</param> /// <param name="programCode">The host shader program</param> /// <returns>An array of shader cache entry</returns> internal static HostShaderCacheEntry[] Parse(ReadOnlySpan <byte> data, out ReadOnlySpan <byte> programCode) { HostShaderCacheHeader fileHeader = MemoryMarshal.Read <HostShaderCacheHeader>(data); data = data.Slice(Unsafe.SizeOf <HostShaderCacheHeader>()); ReadOnlySpan <HostShaderCacheEntryHeader> entryHeaders = MemoryMarshal.Cast <byte, HostShaderCacheEntryHeader>(data.Slice(0, fileHeader.Count * Unsafe.SizeOf <HostShaderCacheEntryHeader>())); data = data.Slice(fileHeader.Count * Unsafe.SizeOf <HostShaderCacheEntryHeader>()); HostShaderCacheEntry[] result = new HostShaderCacheEntry[fileHeader.Count]; for (int i = 0; i < result.Length; i++) { HostShaderCacheEntryHeader header = entryHeaders[i]; if (!header.InUse) { continue; } int cBufferDescriptorsSize = header.CBuffersCount * Unsafe.SizeOf <BufferDescriptor>(); int sBufferDescriptorsSize = header.SBuffersCount * Unsafe.SizeOf <BufferDescriptor>(); int textureDescriptorsSize = header.TexturesCount * Unsafe.SizeOf <TextureDescriptor>(); int imageDescriptorsSize = header.ImagesCount * Unsafe.SizeOf <TextureDescriptor>(); ReadOnlySpan <BufferDescriptor> cBuffers = MemoryMarshal.Cast <byte, BufferDescriptor>(data.Slice(0, cBufferDescriptorsSize)); data = data.Slice(cBufferDescriptorsSize); ReadOnlySpan <BufferDescriptor> sBuffers = MemoryMarshal.Cast <byte, BufferDescriptor>(data.Slice(0, sBufferDescriptorsSize)); data = data.Slice(sBufferDescriptorsSize); ReadOnlySpan <TextureDescriptor> textureDescriptors = MemoryMarshal.Cast <byte, TextureDescriptor>(data.Slice(0, textureDescriptorsSize)); data = data.Slice(textureDescriptorsSize); ReadOnlySpan <TextureDescriptor> imageDescriptors = MemoryMarshal.Cast <byte, TextureDescriptor>(data.Slice(0, imageDescriptorsSize)); data = data.Slice(imageDescriptorsSize); result[i] = new HostShaderCacheEntry(header, cBuffers.ToArray(), sBuffers.ToArray(), textureDescriptors.ToArray(), imageDescriptors.ToArray()); } programCode = data.Slice(0, fileHeader.CodeSize); return(result); }