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https://github.com/Ryujinx/Ryujinx.git
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* Changes 1 * Changes 2 * Better ModifiedSequence handling This should handle PreciseEvents properly, and simplifies a few things. * Minor changes, remove debug log * Handle stage.Info being null Hopefully fixes Catherine crash * Fix shader specialization fast texture lookup * Fix some things. * Address Feedback Part 1 * Make method static.
81 lines
2.7 KiB
C#
81 lines
2.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// List of cached shader programs that differs only by specialization state.
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/// </summary>
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class ShaderSpecializationList : IEnumerable<CachedShaderProgram>
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{
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private readonly List<CachedShaderProgram> _entries = new List<CachedShaderProgram>();
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/// <summary>
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/// Adds a program to the list.
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/// </summary>
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/// <param name="program">Program to be added</param>
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public void Add(CachedShaderProgram program)
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{
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_entries.Add(program);
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}
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/// <summary>
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/// Tries to find an existing 3D program on the cache.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="graphicsState">Graphics state</param>
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/// <param name="program">Cached program, if found</param>
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/// <returns>True if a compatible program is found, false otherwise</returns>
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public bool TryFindForGraphics(
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GpuChannel channel,
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GpuChannelPoolState poolState,
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GpuChannelGraphicsState graphicsState,
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out CachedShaderProgram program)
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{
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foreach (var entry in _entries)
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{
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if (entry.SpecializationState.MatchesGraphics(channel, poolState, graphicsState, true))
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{
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program = entry;
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return true;
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}
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}
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program = default;
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return false;
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}
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/// <summary>
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/// Tries to find an existing compute program on the cache.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="program">Cached program, if found</param>
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/// <returns>True if a compatible program is found, false otherwise</returns>
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public bool TryFindForCompute(GpuChannel channel, GpuChannelPoolState poolState, out CachedShaderProgram program)
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{
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foreach (var entry in _entries)
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{
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if (entry.SpecializationState.MatchesCompute(channel, poolState, true))
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{
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program = entry;
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return true;
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}
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}
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program = default;
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return false;
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}
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public IEnumerator<CachedShaderProgram> GetEnumerator()
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{
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return _entries.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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}
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} |