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* GPU: Swap bindings array instead of copying Reduces work on UpdateShaderState. Now the cost is a few reference moves for arrays, rather than copying data. Downside: bindings arrays are no longer readonly. * Micro optimisation * Add missing docs * Address Feedback
57 lines
1.9 KiB
C#
57 lines
1.9 KiB
C#
using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Represents a program composed of one or more shader stages (for graphics shaders),
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/// or a single shader (for compute shaders).
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/// </summary>
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class CachedShaderProgram : IDisposable
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{
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/// <summary>
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/// Host shader program object.
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/// </summary>
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public IProgram HostProgram { get; }
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/// <summary>
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/// GPU state used to create this version of the shader.
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/// </summary>
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public ShaderSpecializationState SpecializationState { get; }
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/// <summary>
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/// Compiled shader for each shader stage.
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/// </summary>
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public CachedShaderStage[] Shaders { get; }
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/// <summary>
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/// Cached shader bindings, ready for placing into the bindings manager.
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/// </summary>
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public CachedShaderBindings Bindings { get; }
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/// <summary>
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/// Creates a new instance of the shader bundle.
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/// </summary>
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/// <param name="hostProgram">Host program with all the shader stages</param>
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/// <param name="specializationState">GPU state used to create this version of the shader</param>
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/// <param name="shaders">Shaders</param>
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public CachedShaderProgram(IProgram hostProgram, ShaderSpecializationState specializationState, params CachedShaderStage[] shaders)
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{
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HostProgram = hostProgram;
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SpecializationState = specializationState;
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Shaders = shaders;
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SpecializationState.Prepare(shaders);
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Bindings = new CachedShaderBindings(shaders.Length == 1, shaders);
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}
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/// <summary>
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/// Dispose of the host shader resources.
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/// </summary>
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public void Dispose()
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{
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HostProgram.Dispose();
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}
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}
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}
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