1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-12-21 09:22:01 +00:00
Ryujinx/Ryujinx.Graphics.Gpu/Shader/DiskCache/BackgroundDiskCacheWriter.cs
Andrey Sukharev 4da44e09cb
Make structs readonly when applicable (#4002)
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies

* Make structs with trivial boilerplate equality code record structs

* Remove unnecessary readonly modifiers from TextureCreateInfo

* Make BitMap structs readonly too
2022-12-05 14:47:39 +01:00

138 lines
4.6 KiB
C#

using Ryujinx.Common;
using Ryujinx.Common.Logging;
using System;
using System.IO;
namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
{
/// <summary>
/// Represents a background disk cache writer.
/// </summary>
class BackgroundDiskCacheWriter : IDisposable
{
/// <summary>
/// Possible operation to do on the <see cref="_fileWriterWorkerQueue"/>.
/// </summary>
private enum CacheFileOperation
{
/// <summary>
/// Operation to add a shader to the cache.
/// </summary>
AddShader
}
/// <summary>
/// Represents an operation to perform on the <see cref="_fileWriterWorkerQueue"/>.
/// </summary>
private readonly struct CacheFileOperationTask
{
/// <summary>
/// The type of operation to perform.
/// </summary>
public readonly CacheFileOperation Type;
/// <summary>
/// The data associated to this operation or null.
/// </summary>
public readonly object Data;
public CacheFileOperationTask(CacheFileOperation type, object data)
{
Type = type;
Data = data;
}
}
/// <summary>
/// Background shader cache write information.
/// </summary>
private readonly struct AddShaderData
{
/// <summary>
/// Cached shader program.
/// </summary>
public readonly CachedShaderProgram Program;
/// <summary>
/// Binary host code.
/// </summary>
public readonly byte[] HostCode;
/// <summary>
/// Creates a new background shader cache write information.
/// </summary>
/// <param name="program">Cached shader program</param>
/// <param name="hostCode">Binary host code</param>
public AddShaderData(CachedShaderProgram program, byte[] hostCode)
{
Program = program;
HostCode = hostCode;
}
}
private readonly GpuContext _context;
private readonly DiskCacheHostStorage _hostStorage;
private readonly AsyncWorkQueue<CacheFileOperationTask> _fileWriterWorkerQueue;
/// <summary>
/// Creates a new background disk cache writer.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="hostStorage">Disk cache host storage</param>
public BackgroundDiskCacheWriter(GpuContext context, DiskCacheHostStorage hostStorage)
{
_context = context;
_hostStorage = hostStorage;
_fileWriterWorkerQueue = new AsyncWorkQueue<CacheFileOperationTask>(ProcessTask, "GPU.BackgroundDiskCacheWriter");
}
/// <summary>
/// Processes a shader cache background operation.
/// </summary>
/// <param name="task">Task to process</param>
private void ProcessTask(CacheFileOperationTask task)
{
switch (task.Type)
{
case CacheFileOperation.AddShader:
AddShaderData data = (AddShaderData)task.Data;
try
{
_hostStorage.AddShader(_context, data.Program, data.HostCode);
}
catch (DiskCacheLoadException diskCacheLoadException)
{
Logger.Error?.Print(LogClass.Gpu, $"Error writing shader to disk cache. {diskCacheLoadException.Message}");
}
catch (IOException ioException)
{
Logger.Error?.Print(LogClass.Gpu, $"Error writing shader to disk cache. {ioException.Message}");
}
break;
}
}
/// <summary>
/// Adds a shader program to be cached in the background.
/// </summary>
/// <param name="program">Shader program to cache</param>
/// <param name="hostCode">Host binary code of the program</param>
public void AddShader(CachedShaderProgram program, byte[] hostCode)
{
_fileWriterWorkerQueue.Add(new CacheFileOperationTask(CacheFileOperation.AddShader, new AddShaderData(program, hostCode)));
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_fileWriterWorkerQueue.Dispose();
}
}
}
}