mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2025-02-03 13:32:56 -06:00
3b46bb73f7
* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address remaining dotnet format analyzer warnings * Address review comments * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Another rebase, another dotnet format run * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Remove a few unused parameters * Replace MmeShadowScratch with Array256<uint> * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Fix and silence a few dotnet-format warnings again * Run dotnet format after rebase * Address IDE0251 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First pass of dotnet format * Add unsafe dotnet format changes * Fix typos * Add trailing commas * Disable formatting for FormatTable * Address review feedback
51 lines
1.4 KiB
C#
51 lines
1.4 KiB
C#
using Ryujinx.Common;
|
|
using Ryujinx.Common.Memory;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Shader;
|
|
using Ryujinx.Graphics.Shader.Translation;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
|
|
{
|
|
static class ShaderBinarySerializer
|
|
{
|
|
public static byte[] Pack(ShaderSource[] sources)
|
|
{
|
|
using MemoryStream output = MemoryStreamManager.Shared.GetStream();
|
|
|
|
output.Write(sources.Length);
|
|
|
|
foreach (ShaderSource source in sources)
|
|
{
|
|
output.Write((int)source.Stage);
|
|
output.Write(source.BinaryCode.Length);
|
|
output.Write(source.BinaryCode);
|
|
}
|
|
|
|
return output.ToArray();
|
|
}
|
|
|
|
public static ShaderSource[] Unpack(CachedShaderStage[] stages, byte[] code)
|
|
{
|
|
using MemoryStream input = new(code);
|
|
using BinaryReader reader = new(input);
|
|
|
|
List<ShaderSource> output = new();
|
|
|
|
int count = reader.ReadInt32();
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
ShaderStage stage = (ShaderStage)reader.ReadInt32();
|
|
int binaryCodeLength = reader.ReadInt32();
|
|
byte[] binaryCode = reader.ReadBytes(binaryCodeLength);
|
|
|
|
output.Add(new ShaderSource(binaryCode, stage, TargetLanguage.Spirv));
|
|
}
|
|
|
|
return output.ToArray();
|
|
}
|
|
}
|
|
}
|