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mirror of https://github.com/ryujinx-mirror/ryujinx.git synced 2025-02-03 13:32:56 -06:00
ryujinx/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ShaderBinarySerializer.cs
TSRBerry 3b46bb73f7
[Ryujinx.Graphics.Gpu] Address dotnet-format issues (#5367)
* 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
2023-07-02 02:47:54 +02:00

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();
}
}
}