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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.
47 lines
1.3 KiB
C#
47 lines
1.3 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 ShaderBundle : 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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/// Compiled shader for each shader stage.
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/// </summary>
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public ShaderCodeHolder[] Shaders { 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="shaders">Shaders</param>
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public ShaderBundle(IProgram hostProgram, params ShaderCodeHolder[] shaders)
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{
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HostProgram = hostProgram;
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Shaders = 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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foreach (ShaderCodeHolder holder in Shaders)
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{
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holder?.HostShader?.Dispose();
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}
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}
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}
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}
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