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Add XML documentation to Ryujinx.Graphics.Gpu.Shader
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parent
e58b540c4e
commit
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9 changed files with 197 additions and 11 deletions
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@ -44,7 +44,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="pa">CPU virtual address to map into</param>
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/// <param name="va">GPU virtual address to be mapped</param>
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/// <param name="size">Size in bytes of the mapping</param>
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/// <returns>The GPU virtual address of the mapping</returns>
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/// <returns>GPU virtual address of the mapping</returns>
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public ulong Map(ulong pa, ulong va, ulong size)
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{
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lock (_pageTable)
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@ -117,7 +117,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// Reserves memory at a fixed GPU memory location.
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/// This prevents the reserved region from being used for memory allocation for map.
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/// </summary>
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/// <param name="va">CPU virtual address to reserve</param>
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/// <param name="va">GPU virtual address to reserve</param>
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/// <param name="size">Reservation size in bytes</param>
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/// <returns>GPU virtual address of the reservation, or an all ones mask in case of failure</returns>
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public ulong ReserveFixed(ulong va, ulong size)
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@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <summary>
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/// Represents physical memory, accessible from the GPU.
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/// This is actually working CPU virtual addresses, of memory mapped on the game process.
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/// This is actually working CPU virtual addresses, of memory mapped on the application process.
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/// </summary>
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class PhysicalMemory
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{
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@ -4,7 +4,7 @@ using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// Lists of GPU resources with data on guest memory.
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/// List of GPU resources with data on guest memory.
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/// </summary>
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/// <typeparam name="T">Type of the GPU resource</typeparam>
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class RangeList<T> where T : IRange<T>
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@ -3,13 +3,31 @@ using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Cached shader code for a single shader stage.
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/// </summary>
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class CachedShader
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{
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/// <summary>
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/// Shader program containing translated code.
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/// </summary>
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public ShaderProgram Program { get; }
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public IShader Shader { get; set; }
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/// <summary>
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/// Host shader object.
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/// </summary>
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public IShader Shader { get; set; }
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/// <summary>
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/// Maxwell binary shader code.
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/// </summary>
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public int[] Code { get; }
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/// <summary>
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/// Creates a new instace of the cached shader.
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/// </summary>
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/// <param name="program">Shader program</param>
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/// <param name="code">Maxwell binary shader code</param>
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public CachedShader(ShaderProgram program, int[] code)
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{
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Program = program;
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@ -2,12 +2,26 @@ using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Cached compute shader code.
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/// </summary>
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class ComputeShader
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{
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/// <summary>
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/// Host shader program object.
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/// </summary>
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public IProgram HostProgram { get; set; }
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/// <summary>
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/// Cached shader.
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/// </summary>
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public CachedShader Shader { get; }
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/// <summary>
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/// Creates a new instance of the compute shader.
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/// </summary>
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/// <param name="hostProgram">Host shader program</param>
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/// <param name="shader">Cached shader</param>
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public ComputeShader(IProgram hostProgram, CachedShader shader)
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{
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HostProgram = hostProgram;
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@ -2,12 +2,24 @@ using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Cached graphics shader code for all stages.
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/// </summary>
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class GraphicsShader
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{
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/// <summary>
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/// Host shader program object.
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/// </summary>
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public IProgram HostProgram { get; set; }
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/// <summary>
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/// Compiled shader for each shader stage.
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/// </summary>
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public CachedShader[] Shader { get; }
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/// <summary>
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/// Creates a new instance of cached graphics shader.
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/// </summary>
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public GraphicsShader()
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{
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Shader = new CachedShader[5];
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@ -2,6 +2,9 @@ using System;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Shader code addresses in memory for each shader stage.
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/// </summary>
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struct ShaderAddresses : IEquatable<ShaderAddresses>
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{
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public ulong VertexA;
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@ -11,11 +14,21 @@ namespace Ryujinx.Graphics.Gpu.Shader
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public ulong Geometry;
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public ulong Fragment;
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/// <summary>
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/// Check if the addresses are equal.
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/// </summary>
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/// <param name="other">Shader addresses structure to compare with</param>
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/// <returns>True if they are equal, false otherwise</returns>
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public override bool Equals(object other)
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{
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return other is ShaderAddresses addresses && Equals(addresses);
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}
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/// <summary>
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/// Check if the addresses are equal.
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/// </summary>
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/// <param name="other">Shader addresses structure to compare with</param>
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/// <returns>True if they are equal, false otherwise</returns>
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public bool Equals(ShaderAddresses other)
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{
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return VertexA == other.VertexA &&
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@ -26,6 +39,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
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Fragment == other.Fragment;
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}
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/// <summary>
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/// Computes hash code from the addresses.
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/// </summary>
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/// <returns>Hash code</returns>
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public override int GetHashCode()
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{
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return HashCode.Combine(VertexA, Vertex, TessControl, TessEvaluation, Geometry, Fragment);
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@ -11,6 +11,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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using TextureDescriptor = Image.TextureDescriptor;
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/// <summary>
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/// Memory cache of shader code.
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/// </summary>
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class ShaderCache
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{
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private const int MaxProgramSize = 0x100000;
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@ -25,17 +28,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms;
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/// <summary>
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/// Creates a new instance of the shader cache.
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/// </summary>
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/// <param name="context">GPU context that the shader cache belongs to</param>
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public ShaderCache(GpuContext context)
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{
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_context = context;
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_dumper = new ShaderDumper(context);
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_dumper = new ShaderDumper();
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_cpPrograms = new Dictionary<ulong, List<ComputeShader>>();
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_gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>();
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}
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/// <summary>
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/// Gets a compute shader from the cache.
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <returns>Compiled compute shader code</returns>
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public ComputeShader GetComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
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{
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bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
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@ -73,6 +90,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return cpShader;
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}
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/// <summary>
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/// Gets a graphics shader program from the shader cache.
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/// This includes all the specified shader stages.
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="addresses">Addresses of the shaders for each stage</param>
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/// <returns>Compiled graphics shader code</returns>
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public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
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{
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bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
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@ -138,11 +163,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return gpShaders;
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}
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/// <summary>
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/// Checks if compute shader code in memory is different from the cached shader.
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/// </summary>
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/// <param name="cpShader">Cached compute shader</param>
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/// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
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{
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return IsShaderDifferent(cpShader.Shader, gpuVa);
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}
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/// <summary>
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/// Checks if graphics shader code from all stages in memory is different from the cached shaders.
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/// </summary>
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/// <param name="gpShaders">Cached graphics shaders</param>
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/// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
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{
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for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
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return false;
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}
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/// <summary>
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/// Checks if the code of the specified cached shader is different from the code in memory.
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/// </summary>
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/// <param name="shader">Cached shader to compare with</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
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{
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for (int index = 0; index < shader.Code.Length; index++)
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return false;
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}
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/// <summary>
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/// Translates the binary Maxwell shader code to something that the host API accepts.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <returns>Compiled compute shader code</returns>
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private CachedShader TranslateComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
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{
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if (gpuVa == 0)
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return new CachedShader(program, codeCached);
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}
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/// <summary>
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/// Translates the binary Maxwell shader code to something that the host API accepts.
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/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stage">Shader stage</param>
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/// <param name="gpuVa">GPU virtual address of the shader code</param>
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/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
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/// <returns></returns>
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private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
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{
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if (gpuVa == 0)
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return new CachedShader(program, codeCached);
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}
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/// <summary>
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/// Performs backwards propagation of interpolation qualifiers or later shader stages input,
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/// to ealier shader stages output.
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/// This is required by older versions of OpenGL (pre-4.3).
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/// </summary>
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/// <param name="program">Graphics shader cached code</param>
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private void BackpropQualifiers(GraphicsShader program)
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{
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ShaderProgram fragmentShader = program.Shader[4].Program;
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}
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}
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/// <summary>
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/// Gets the primitive topology for the current draw.
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/// This is required by geometry shaders.
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/// </summary>
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/// <returns>Primitive topology</returns>
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private InputTopology GetPrimitiveTopology()
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{
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switch (_context.Methods.PrimitiveType)
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return InputTopology.Points;
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}
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/// <summary>
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/// Check if the target of a given texture is texture buffer.
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/// This is required as 1D textures and buffer textures shares the same sampler type on binary shader code,
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/// but not on GLSL.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <returns>True if the texture is a buffer texture, false otherwise</returns>
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private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index)
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{
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return GetTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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}
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/// <summary>
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/// Check if the target of a given texture is texture rectangle.
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/// This is required as 2D textures and rectangle textures shares the same sampler type on binary shader code,
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/// but not on GLSL.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
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private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index)
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{
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var descriptor = GetTextureDescriptor(state, stageIndex, index);
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return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
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}
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <returns>Texture descriptor</returns>
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private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int index)
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{
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index);
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}
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/// <summary>
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/// Returns information required by both compute and graphics shader compilation.
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/// </summary>
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/// <param name="info">Information queried</param>
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/// <returns>Requested information</returns>
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private int QueryInfoCommon(QueryInfoName info)
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{
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switch (info)
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@ -4,23 +4,29 @@ using System.IO;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Shader dumper, writes binary shader code to disk.
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/// </summary>
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class ShaderDumper
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{
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private GpuContext _context;
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private string _runtimeDir;
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private string _dumpPath;
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private int _dumpIndex;
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public int CurrentDumpIndex => _dumpIndex;
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public ShaderDumper(GpuContext context)
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public ShaderDumper()
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{
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_context = context;
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_dumpIndex = 1;
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}
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/// <summary>
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/// Dumps shader code to disk.
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/// </summary>
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/// <param name="code">Code to be dumped</param>
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/// <param name="compute">True for compute shader code, false for graphics shader code</param>
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/// <param name="fullPath">Output path for the shader code with header included</param>
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/// <param name="codePath">Output path for the shader code without header</param>
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public void Dump(Span<byte> code, bool compute, out string fullPath, out string codePath)
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{
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_dumpPath = GraphicsConfig.ShadersDumpPath;
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}
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}
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/// <summary>
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/// Returns the output directory for shader code with header.
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/// </summary>
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/// <returns>Directory path</returns>
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private string FullDir()
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{
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return CreateAndReturn(Path.Combine(DumpDir(), "Full"));
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}
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/// <summary>
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/// Returns the output directory for shader code without header.
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/// </summary>
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/// <returns>Directory path</returns>
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private string CodeDir()
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{
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return CreateAndReturn(Path.Combine(DumpDir(), "Code"));
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}
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/// <summary>
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/// Returns the full output directory for the current shader dump.
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/// </summary>
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/// <returns>Directory path</returns>
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private string DumpDir()
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{
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if (string.IsNullOrEmpty(_runtimeDir))
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@ -98,6 +116,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return _runtimeDir;
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}
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/// <summary>
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/// Creates a new specified directory if needed.
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/// </summary>
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/// <param name="dir">The directory to create</param>
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/// <returns>The same directory passed to the method</returns>
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private static string CreateAndReturn(string dir)
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{
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Directory.CreateDirectory(dir);
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