Update disk cache code generation version and use HashSet for processed pipelines

Use a hashset to compare against all generated pipelines vs only against the most recent one.
This commit is contained in:
sunshineinabox 2024-09-30 18:15:37 -07:00
parent 7cc334b894
commit 6216566166
2 changed files with 10 additions and 9 deletions

View file

@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
private const ushort FileFormatVersionMajor = 1;
private const ushort FileFormatVersionMinor = 2;
private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
private const uint CodeGenVersion = 7332;
private const uint CodeGenVersion = 6877;
private const string SharedTocFileName = "shared.toc";
private const string SharedDataFileName = "shared.data";

View file

@ -22,6 +22,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
private readonly CancellationToken _cancellationToken;
private readonly Action<ShaderCacheState, int, int> _stateChangeCallback;
private readonly HashSet<ProgramPipelineState> _pipelineStateSet = new();
/// <summary>
/// Indicates if the cache should be loaded.
/// </summary>
@ -302,7 +304,6 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
using var streams = _hostStorage.GetOutputStreams(_context);
int packagedShaders = 0;
ProgramPipelineState previousPipelineState = default;
ProgramPipelineState currentPipelineState = default;
foreach (var kv in _programList)
@ -333,7 +334,6 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
currentPipelineState.PrimitiveRestartEnable = false;
currentPipelineState.BiasEnable = 0;
currentPipelineState.RasterizerDiscard = false;
}
if (_context.Capabilities.SupportsLogicOpDynamicState)
@ -347,19 +347,20 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
}
}
if (!currentPipelineState.Equals(previousPipelineState) || !_context.Capabilities.SupportsExtendedDynamicState || !program.SpecializationState.PipelineState.HasValue)
if (!_pipelineStateSet.Contains(currentPipelineState) ||
!_context.Capabilities.SupportsExtendedDynamicState ||
!program.SpecializationState.PipelineState.HasValue)
{
_hostStorage.AddShader(_context, program, binaryCode, streams);
_stateChangeCallback(ShaderCacheState.Packaging, ++packagedShaders, _programList.Count);
}
if (_context.Capabilities.SupportsExtendedDynamicState)
{
previousPipelineState = currentPipelineState;
_pipelineStateSet.Add(currentPipelineState);
}
}
}
Logger.Info?.Print(LogClass.Gpu, $"Rebuilt {packagedShaders} shaders successfully.");
}
else