Ryujinx/Ryujinx.Graphics.Gpu/Shader/ShaderBundle.cs
Mary 48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00

46 lines
1.3 KiB
C#

using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Represents a program composed of one or more shader stages (for graphics shaders),
/// or a single shader (for compute shaders).
/// </summary>
class ShaderBundle : IDisposable
{
/// <summary>
/// Host shader program object.
/// </summary>
public IProgram HostProgram { get; }
/// <summary>
/// Compiled shader for each shader stage.
/// </summary>
public ShaderCodeHolder[] Shaders { get; }
/// <summary>
/// Creates a new instance of the shader bundle.
/// </summary>
/// <param name="hostProgram">Host program with all the shader stages</param>
/// <param name="shaders">Shaders</param>
public ShaderBundle(IProgram hostProgram, params ShaderCodeHolder[] shaders)
{
HostProgram = hostProgram;
Shaders = shaders;
}
/// <summary>
/// Dispose of the host shader resources.
/// </summary>
public void Dispose()
{
HostProgram.Dispose();
foreach (ShaderCodeHolder holder in Shaders)
{
holder?.HostShader?.Dispose();
}
}
}
}