using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.Gpu.Shader
{
///
/// Represents a program composed of one or more shader stages (for graphics shaders),
/// or a single shader (for compute shaders).
///
class CachedShaderProgram : IDisposable
{
///
/// Host shader program object.
///
public IProgram HostProgram { get; }
///
/// Optional vertex shader converted to compute.
///
public ShaderAsCompute VertexAsCompute { get; }
///
/// Optional geometry shader converted to compute.
///
public ShaderAsCompute GeometryAsCompute { get; }
///
/// GPU state used to create this version of the shader.
///
public ShaderSpecializationState SpecializationState { get; }
///
/// Compiled shader for each shader stage.
///
public CachedShaderStage[] Shaders { get; }
///
/// Cached shader bindings, ready for placing into the bindings manager.
///
public CachedShaderBindings Bindings { get; }
///
/// Creates a new instance of the shader bundle.
///
/// Host program with all the shader stages
/// GPU state used to create this version of the shader
/// Shaders
public CachedShaderProgram(IProgram hostProgram, ShaderSpecializationState specializationState, params CachedShaderStage[] shaders)
{
HostProgram = hostProgram;
SpecializationState = specializationState;
Shaders = shaders;
SpecializationState.Prepare(shaders);
Bindings = new CachedShaderBindings(shaders.Length == 1, shaders);
}
public CachedShaderProgram(
IProgram hostProgram,
ShaderAsCompute vertexAsCompute,
ShaderAsCompute geometryAsCompute,
ShaderSpecializationState specializationState,
CachedShaderStage[] shaders) : this(hostProgram, specializationState, shaders)
{
VertexAsCompute = vertexAsCompute;
GeometryAsCompute = geometryAsCompute;
}
///
/// Dispose of the host shader resources.
///
public void Dispose()
{
HostProgram.Dispose();
VertexAsCompute?.HostProgram.Dispose();
GeometryAsCompute?.HostProgram.Dispose();
}
}
}