using Ryujinx.Graphics.GAL;
using System.Threading;
using System.Threading.Tasks;
namespace Ryujinx.Graphics.Gpu.Shader
{
delegate bool ShaderCompileTaskCallback(bool success, ShaderCompileTask task);
///
/// A class that represents a shader compilation.
///
class ShaderCompileTask
{
private bool _compiling;
private Task _programsTask;
private IProgram _program;
private ShaderCompileTaskCallback _action;
private AutoResetEvent _taskDoneEvent;
public bool IsFaulted => _programsTask.IsFaulted;
///
/// Create a new shader compile task, with an event to signal whenever a subtask completes.
///
/// Event to signal when a subtask completes
public ShaderCompileTask(AutoResetEvent taskDoneEvent)
{
_taskDoneEvent = taskDoneEvent;
}
///
/// Check the completion status of the shader compile task, and run callbacks on step completion.
/// Calling this periodically is required to progress through steps of the compilation.
///
/// True if the task is complete, false if it is in progress
public bool IsDone()
{
if (_compiling)
{
ProgramLinkStatus status = _program.CheckProgramLink(false);
if (status != ProgramLinkStatus.Incomplete)
{
return _action(status == ProgramLinkStatus.Success, this);
}
}
else
{
// Waiting on the task.
if (_programsTask.IsCompleted)
{
return _action(true, this);
}
}
return false;
}
///
/// Run a callback when the specified task has completed.
///
/// The task object that needs to complete
/// The action to perform when it is complete
public void OnTask(Task task, ShaderCompileTaskCallback action)
{
_compiling = false;
_programsTask = task;
_action = action;
task.ContinueWith(task => _taskDoneEvent.Set());
}
///
/// Run a callback when the specified program has been linked.
///
/// The program that needs to be linked
/// The action to perform when linking is complete
public void OnCompiled(IProgram program, ShaderCompileTaskCallback action)
{
_compiling = true;
_program = program;
_action = action;
if (program == null)
{
action(false, this);
}
}
}
}