Fix shader cache on Vulkan when geometry shaders are inserted (#3868)

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gdkchan 2022-11-19 06:24:23 -03:00 committed by GitHub
parent 2e43d01d36
commit 69ced3a6e8
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2 changed files with 28 additions and 12 deletions

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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
private const ushort FileFormatVersionMajor = 1; private const ushort FileFormatVersionMajor = 1;
private const ushort FileFormatVersionMinor = 2; private const ushort FileFormatVersionMinor = 2;
private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor; private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
private const uint CodeGenVersion = 3866; private const uint CodeGenVersion = 3868;
private const string SharedTocFileName = "shared.toc"; private const string SharedTocFileName = "shared.toc";
private const string SharedDataFileName = "shared.data"; private const string SharedDataFileName = "shared.data";
@ -379,7 +379,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
if (context.Capabilities.Api == TargetApi.Vulkan) if (context.Capabilities.Api == TargetApi.Vulkan)
{ {
ShaderSource[] shaderSources = ShaderBinarySerializer.Unpack(shaders, hostCode, isCompute); ShaderSource[] shaderSources = ShaderBinarySerializer.Unpack(shaders, hostCode);
hostProgram = context.Renderer.CreateProgram(shaderSources, shaderInfo); hostProgram = context.Renderer.CreateProgram(shaderSources, shaderInfo);
} }

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@ -1,5 +1,7 @@
using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation; using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
@ -12,8 +14,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
using MemoryStream output = new MemoryStream(); using MemoryStream output = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(output); using BinaryWriter writer = new BinaryWriter(output);
writer.Write(sources.Length);
for (int i = 0; i < sources.Length; i++) for (int i = 0; i < sources.Length; i++)
{ {
writer.Write((int)sources[i].Stage);
writer.Write(sources[i].BinaryCode.Length); writer.Write(sources[i].BinaryCode.Length);
writer.Write(sources[i].BinaryCode); writer.Write(sources[i].BinaryCode);
} }
@ -21,29 +26,40 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
return output.ToArray(); return output.ToArray();
} }
public static ShaderSource[] Unpack(CachedShaderStage[] stages, byte[] code, bool compute) public static ShaderSource[] Unpack(CachedShaderStage[] stages, byte[] code)
{ {
using MemoryStream input = new MemoryStream(code); using MemoryStream input = new MemoryStream(code);
using BinaryReader reader = new BinaryReader(input); using BinaryReader reader = new BinaryReader(input);
List<ShaderSource> output = new List<ShaderSource>(); List<ShaderSource> output = new List<ShaderSource>();
for (int i = compute ? 0 : 1; i < stages.Length; i++) int count = reader.ReadInt32();
for (int i = 0; i < count; i++)
{ {
CachedShaderStage stage = stages[i]; ShaderStage stage = (ShaderStage)reader.ReadInt32();
if (stage == null)
{
continue;
}
int binaryCodeLength = reader.ReadInt32(); int binaryCodeLength = reader.ReadInt32();
byte[] binaryCode = reader.ReadBytes(binaryCodeLength); byte[] binaryCode = reader.ReadBytes(binaryCodeLength);
output.Add(new ShaderSource(binaryCode, ShaderCache.GetBindings(stage.Info), stage.Info.Stage, TargetLanguage.Spirv)); output.Add(new ShaderSource(binaryCode, GetBindings(stages, stage), stage, TargetLanguage.Spirv));
} }
return output.ToArray(); return output.ToArray();
} }
private static ShaderBindings GetBindings(CachedShaderStage[] stages, ShaderStage stage)
{
for (int i = 0; i < stages.Length; i++)
{
CachedShaderStage currentStage = stages[i];
if (currentStage != null && currentStage.Info.Stage == stage && currentStage.Info != null)
{
return ShaderCache.GetBindings(currentStage.Info);
}
}
return new ShaderBindings(Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>());
}
} }
} }