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using System.Collections;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// List of cached shader programs that differs only by specialization state.
/// </summary>
class ShaderSpecializationList : IEnumerable<CachedShaderProgram>
{
private readonly List<CachedShaderProgram> _entries = new();
/// <summary>
/// Adds a program to the list.
/// </summary>
/// <param name="program">Program to be added</param>
public void Add(CachedShaderProgram program)
{
_entries.Add(program);
}
/// <summary>
/// Tries to find an existing 3D program on the cache.
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="graphicsState">Graphics state</param>
/// <param name="program">Cached program, if found</param>
/// <returns>True if a compatible program is found, false otherwise</returns>
public bool TryFindForGraphics(
GpuChannel channel,
ref GpuChannelPoolState poolState,
ref GpuChannelGraphicsState graphicsState,
out CachedShaderProgram program)
{
foreach (var entry in _entries)
{
bool vertexAsCompute = entry.VertexAsCompute != null;
bool usesDrawParameters = entry.Shaders[1]?.Info.UsesDrawParameters ?? false;
if (entry.SpecializationState.MatchesGraphics(
channel,
ref poolState,
ref graphicsState,
vertexAsCompute,
usesDrawParameters,
checkTextures: true))
{
program = entry;
return true;
}
}
program = default;
return false;
}
/// <summary>
/// Tries to find an existing compute program on the cache.
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="computeState">Compute state</param>
/// <param name="program">Cached program, if found</param>
/// <returns>True if a compatible program is found, false otherwise</returns>
public bool TryFindForCompute(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelComputeState computeState, out CachedShaderProgram program)
{
foreach (var entry in _entries)
{
if (entry.SpecializationState.MatchesCompute(channel, ref poolState, computeState, true))
{
program = entry;
return true;
}
}
program = default;
return false;
}
public IEnumerator<CachedShaderProgram> GetEnumerator()
{
return _entries.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
}
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