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jinx/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs
riperiperi 4965681e06
GPU: Swap bindings array instead of copying (#4003)
* GPU: Swap bindings array instead of copying

Reduces work on UpdateShaderState. Now the cost is a few reference moves for arrays, rather than copying data.

Downside: bindings arrays are no longer readonly.

* Micro optimisation

* Add missing docs

* Address Feedback
2022-12-04 18:18:40 +01:00

56 lines
1.9 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 CachedShaderProgram : IDisposable
{
/// <summary>
/// Host shader program object.
/// </summary>
public IProgram HostProgram { get; }
/// <summary>
/// GPU state used to create this version of the shader.
/// </summary>
public ShaderSpecializationState SpecializationState { get; }
/// <summary>
/// Compiled shader for each shader stage.
/// </summary>
public CachedShaderStage[] Shaders { get; }
/// <summary>
/// Cached shader bindings, ready for placing into the bindings manager.
/// </summary>
public CachedShaderBindings Bindings { get; }
/// <summary>
/// Creates a new instance of the shader bundle.
/// </summary>
/// <param name="hostProgram">Host program with all the shader stages</param>
/// <param name="specializationState">GPU state used to create this version of the shader</param>
/// <param name="shaders">Shaders</param>
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);
}
/// <summary>
/// Dispose of the host shader resources.
/// </summary>
public void Dispose()
{
HostProgram.Dispose();
}
}
}