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Ryujinx/Ryujinx.Graphics.Gpu/Shader/ComputeShaderCacheHashTable.cs
riperiperi 33a4d7d1ba
GPU: Eliminate CB0 accesses when storage buffer accesses are resolved (#3847)
* Eliminate CB0 accesses

Still some work to do, decouple from hle?

* Forgot the important part somehow

* Fix and improve alignment test

* Address Feedback

* Remove some complexity when checking storage buffer alignment

* Update Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-11-17 18:47:41 +01:00

70 lines
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2.6 KiB
C#

using Ryujinx.Graphics.Gpu.Shader.HashTable;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Compute shader cache hash table.
/// </summary>
class ComputeShaderCacheHashTable
{
private readonly PartitionedHashTable<ShaderSpecializationList> _cache;
private readonly List<CachedShaderProgram> _shaderPrograms;
/// <summary>
/// Creates a new compute shader cache hash table.
/// </summary>
public ComputeShaderCacheHashTable()
{
_cache = new PartitionedHashTable<ShaderSpecializationList>();
_shaderPrograms = new List<CachedShaderProgram>();
}
/// <summary>
/// Adds a program to the cache.
/// </summary>
/// <param name="program">Program to be added</param>
public void Add(CachedShaderProgram program)
{
var specList = _cache.GetOrAdd(program.Shaders[0].Code, new ShaderSpecializationList());
specList.Add(program);
_shaderPrograms.Add(program);
}
/// <summary>
/// Tries to find a cached program.
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="computeState">Compute state</param>
/// <param name="gpuVa">GPU virtual address of the compute shader</param>
/// <param name="program">Cached host program for the given state, if found</param>
/// <param name="cachedGuestCode">Cached guest code, if any found</param>
/// <returns>True if a cached host program was found, false otherwise</returns>
public bool TryFind(
GpuChannel channel,
GpuChannelPoolState poolState,
GpuChannelComputeState computeState,
ulong gpuVa,
out CachedShaderProgram program,
out byte[] cachedGuestCode)
{
program = null;
ShaderCodeAccessor codeAccessor = new ShaderCodeAccessor(channel.MemoryManager, gpuVa);
bool hasSpecList = _cache.TryFindItem(codeAccessor, out var specList, out cachedGuestCode);
return hasSpecList && specList.TryFindForCompute(channel, poolState, computeState, out program);
}
/// <summary>
/// Gets all programs that have been added to the table.
/// </summary>
/// <returns>Programs added to the table</returns>
public IEnumerable<CachedShaderProgram> GetPrograms()
{
foreach (var program in _shaderPrograms)
{
yield return program;
}
}
}
}