48f6570557
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.
46 lines
1.3 KiB
C#
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();
|
|
}
|
|
}
|
|
}
|
|
}
|