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@ -46,7 +46,7 @@ bool CheckShaderCache(std::string shader_id) {
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return 0;
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}
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bool GetShader(std::string shader_id) {
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void GetShader(std::string shader_id, Shader::Info& info, Shader::Profile& profile) {
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std::string spirv_cache_filename = shader_id + ".spv ";
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std::filesystem::path spirv_cache_file_path = shader_cache_dir / spirv_cache_filename;
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Common::FS::IOFile spirv_cache_file(spirv_cache_file_path,
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@ -54,6 +54,30 @@ bool GetShader(std::string shader_id) {
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std::vector<u32> spv;
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spv.resize(spirv_cache_file.GetSize() / sizeof(u32));
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spirv_cache_file.Read(spv);
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spirv_cache_file.Close();
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std::filesystem::path resources_dump_file_path = shader_cache_dir / (shader_id + ".resources");
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Common::FS::IOFile resources_dump_file(resources_dump_file_path,
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Common::FS::FileAccessMode::Read);
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// Lese die Ressourcendaten
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std::vector<char> resources_data;
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resources_data.resize(resources_dump_file.GetSize());
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resources_dump_file.Read(resources_data);
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resources_dump_file.Close();
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// Verarbeite die gespeicherten Daten
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std::istringstream combined_stream(std::string(resources_data.begin(), resources_data.end()));
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// Deserialisiere info und profile
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std::istringstream info_stream;
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info_stream.str(std::string(resources_data.begin(), resources_data.end()));
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DeserializeInfo(info_stream, info);
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std::istringstream profile_stream;
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profile_stream.str(
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std::string(resources_data.begin() + info_stream.tellg(), resources_data.end()));
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DeserializeProfile(profile_stream, profile);
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}
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void AddShader(std::string shader_id, std::vector<u32> spv, std::ostream& info_serialized, std::ostream& profile_serialized) {
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@ -77,6 +101,8 @@ void AddShader(std::string shader_id, std::vector<u32> spv, std::ostream& info_s
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u32 profile_size = static_cast<u32>(profile_stream.str().size());
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resources_dump_file.WriteString(
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std::span<const char>(profile_stream.str().data(), profile_size));
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resources_dump_file.Close();
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}
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} // namespace ShaderCache
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@ -10,11 +10,14 @@ namespace ShaderCache {
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std::string CreateShaderID(u64 pgm_hash, size_t perm_idx, std::ostream& info_dump,
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std::ostream& profile_dump);
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void SerializeInfo(std::ostream& info_dump, Shader::Info info);
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void SerializeProfile(std::ostream& profile_dump, Shader::Profile profile);
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void SerializeInfo(std::ostream& info_serialized, Shader::Info info);
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void SerializeProfile(std::ostream& profile_serialized, Shader::Profile profile);
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void DeserializeInfo(std::istream& info_serialized, Shader::Info& info);
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void DeserializeProfile(std::istream& profile_serialized, Shader::Profile& profile);
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bool CheckShaderCache(std::string shader_id);
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bool GetShader(std::string shader_id);
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void AddShader(std::string shader_id, std::vector<u32> spv, std::ostream& info_dump,
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std::ostream& profile_dump);
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void GetShader(std::string shader_id, Shader::Info& info, Shader::Profile& profile);
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void AddShader(std::string shader_id, std::vector<u32> spv, std::ostream& info_serialized,
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std::ostream& profile_serialized);
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} // namespace ShaderCache
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