forked from Mirror/Ryujinx
76 lines
2.5 KiB
C#
76 lines
2.5 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// List of cached shader programs that differs only by specialization state.
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/// </summary>
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class ShaderSpecializationList : IEnumerable<CachedShaderProgram>
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{
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private readonly List<CachedShaderProgram> _entries = new List<CachedShaderProgram>();
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/// <summary>
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/// Adds a program to the list.
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/// </summary>
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/// <param name="program">Program to be added</param>
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public void Add(CachedShaderProgram program)
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{
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_entries.Add(program);
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}
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/// <summary>
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/// Tries to find an existing 3D program on the cache.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="program">Cached program, if found</param>
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/// <returns>True if a compatible program is found, false otherwise</returns>
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public bool TryFindForGraphics(GpuChannel channel, GpuChannelPoolState poolState, out CachedShaderProgram program)
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{
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foreach (var entry in _entries)
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{
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if (entry.SpecializationState.MatchesGraphics(channel, poolState))
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{
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program = entry;
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return true;
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}
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}
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program = default;
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return false;
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}
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/// <summary>
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/// Tries to find an existing compute program on the cache.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="program">Cached program, if found</param>
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/// <returns>True if a compatible program is found, false otherwise</returns>
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public bool TryFindForCompute(GpuChannel channel, GpuChannelPoolState poolState, out CachedShaderProgram program)
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{
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foreach (var entry in _entries)
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{
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if (entry.SpecializationState.MatchesCompute(channel, poolState))
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{
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program = entry;
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return true;
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}
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}
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program = default;
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return false;
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}
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public IEnumerator<CachedShaderProgram> GetEnumerator()
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{
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return _entries.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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}
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}
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