2023-05-21 18:04:21 +01:00
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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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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/// Shader info structure builder.
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/// </summary>
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class ShaderInfoBuilder
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{
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private const int TotalSets = 4;
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private const int UniformSetIndex = 0;
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private const int StorageSetIndex = 1;
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private const int TextureSetIndex = 2;
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private const int ImageSetIndex = 3;
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private const ResourceStages SupportBufferStags =
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ResourceStages.Compute |
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ResourceStages.Vertex |
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ResourceStages.Fragment;
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private readonly GpuContext _context;
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private int _fragmentOutputMap;
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private readonly List<ResourceDescriptor>[] _resourceDescriptors;
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private readonly List<ResourceUsage>[] _resourceUsages;
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/// <summary>
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/// Creates a new shader info builder.
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/// </summary>
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/// <param name="context">GPU context that owns the shaders that will be added to the builder</param>
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public ShaderInfoBuilder(GpuContext context)
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{
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_context = context;
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_fragmentOutputMap = -1;
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_resourceDescriptors = new List<ResourceDescriptor>[TotalSets];
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_resourceUsages = new List<ResourceUsage>[TotalSets];
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for (int index = 0; index < TotalSets; index++)
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{
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_resourceDescriptors[index] = new();
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_resourceUsages[index] = new();
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}
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AddDescriptor(SupportBufferStags, ResourceType.UniformBuffer, UniformSetIndex, 0, 1);
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}
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/// <summary>
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/// Adds information from a given shader stage.
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/// </summary>
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/// <param name="info">Shader stage information</param>
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public void AddStageInfo(ShaderProgramInfo info)
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{
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if (info.Stage == ShaderStage.Fragment)
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{
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_fragmentOutputMap = info.FragmentOutputMap;
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}
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int stageIndex = GpuAccessorBase.GetStageIndex(info.Stage switch
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{
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ShaderStage.TessellationControl => 1,
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ShaderStage.TessellationEvaluation => 2,
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ShaderStage.Geometry => 3,
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ShaderStage.Fragment => 4,
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_ => 0
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});
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ResourceStages stages = info.Stage switch
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{
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ShaderStage.Compute => ResourceStages.Compute,
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ShaderStage.Vertex => ResourceStages.Vertex,
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ShaderStage.TessellationControl => ResourceStages.TessellationControl,
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ShaderStage.TessellationEvaluation => ResourceStages.TessellationEvaluation,
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ShaderStage.Geometry => ResourceStages.Geometry,
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ShaderStage.Fragment => ResourceStages.Fragment,
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_ => ResourceStages.None
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};
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int uniformsPerStage = (int)_context.Capabilities.MaximumUniformBuffersPerStage;
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int storagesPerStage = (int)_context.Capabilities.MaximumStorageBuffersPerStage;
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int texturesPerStage = (int)_context.Capabilities.MaximumTexturesPerStage;
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int imagesPerStage = (int)_context.Capabilities.MaximumImagesPerStage;
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int uniformBinding = 1 + stageIndex * uniformsPerStage;
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int storageBinding = stageIndex * storagesPerStage;
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int textureBinding = stageIndex * texturesPerStage * 2;
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int imageBinding = stageIndex * imagesPerStage * 2;
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AddDescriptor(stages, ResourceType.UniformBuffer, UniformSetIndex, uniformBinding, uniformsPerStage);
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2023-06-04 00:12:18 +01:00
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AddDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage);
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2023-05-21 18:04:21 +01:00
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AddDualDescriptor(stages, ResourceType.TextureAndSampler, ResourceType.BufferTexture, TextureSetIndex, textureBinding, texturesPerStage);
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AddDualDescriptor(stages, ResourceType.Image, ResourceType.BufferImage, ImageSetIndex, imageBinding, imagesPerStage);
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AddUsage(info.CBuffers, stages, UniformSetIndex, isStorage: false);
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AddUsage(info.SBuffers, stages, StorageSetIndex, isStorage: true);
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AddUsage(info.Textures, stages, TextureSetIndex, isImage: false);
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AddUsage(info.Images, stages, ImageSetIndex, isImage: true);
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}
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/// <summary>
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/// Adds a resource descriptor to the list of descriptors.
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/// </summary>
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/// <param name="stages">Shader stages where the resource is used</param>
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/// <param name="type">Type of the resource</param>
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/// <param name="setIndex">Descriptor set number where the resource will be bound</param>
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/// <param name="binding">Binding number where the resource will be bound</param>
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/// <param name="count">Number of resources bound at the binding location</param>
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private void AddDescriptor(ResourceStages stages, ResourceType type, int setIndex, int binding, int count)
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{
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for (int index = 0; index < count; index++)
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{
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_resourceDescriptors[setIndex].Add(new ResourceDescriptor(binding + index, 1, type, stages));
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}
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}
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/// <summary>
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/// Adds two interleaved groups of resources to the list of descriptors.
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/// </summary>
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/// <param name="stages">Shader stages where the resource is used</param>
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/// <param name="type">Type of the first interleaved resource</param>
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/// <param name="type2">Type of the second interleaved resource</param>
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/// <param name="setIndex">Descriptor set number where the resource will be bound</param>
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/// <param name="binding">Binding number where the resource will be bound</param>
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/// <param name="count">Number of resources bound at the binding location</param>
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private void AddDualDescriptor(ResourceStages stages, ResourceType type, ResourceType type2, int setIndex, int binding, int count)
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{
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AddDescriptor(stages, type, setIndex, binding, count);
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AddDescriptor(stages, type2, setIndex, binding + count, count);
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}
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/// <summary>
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/// Adds buffer usage information to the list of usages.
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/// </summary>
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/// <param name="buffers">Buffers to be added</param>
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/// <param name="stages">Stages where the buffers are used</param>
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/// <param name="setIndex">Descriptor set index where the buffers will be bound</param>
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/// <param name="isStorage">True for storage buffers, false for uniform buffers</param>
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private void AddUsage(IEnumerable<BufferDescriptor> buffers, ResourceStages stages, int setIndex, bool isStorage)
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{
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foreach (BufferDescriptor buffer in buffers)
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{
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_resourceUsages[setIndex].Add(new ResourceUsage(
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buffer.Binding,
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isStorage ? ResourceType.StorageBuffer : ResourceType.UniformBuffer,
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stages,
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buffer.Flags.HasFlag(BufferUsageFlags.Write) ? ResourceAccess.ReadWrite : ResourceAccess.Read));
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}
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}
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/// <summary>
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/// Adds texture usage information to the list of usages.
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/// </summary>
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/// <param name="textures">Textures to be added</param>
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/// <param name="stages">Stages where the textures are used</param>
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/// <param name="setIndex">Descriptor set index where the textures will be bound</param>
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/// <param name="isImage">True for images, false for textures</param>
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private void AddUsage(IEnumerable<TextureDescriptor> textures, ResourceStages stages, int setIndex, bool isImage)
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{
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foreach (TextureDescriptor texture in textures)
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{
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bool isBuffer = (texture.Type & SamplerType.Mask) == SamplerType.TextureBuffer;
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ResourceType type = isBuffer
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? (isImage ? ResourceType.BufferImage : ResourceType.BufferTexture)
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: (isImage ? ResourceType.Image : ResourceType.TextureAndSampler);
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_resourceUsages[setIndex].Add(new ResourceUsage(
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texture.Binding,
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type,
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stages,
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texture.Flags.HasFlag(TextureUsageFlags.ImageStore) ? ResourceAccess.ReadWrite : ResourceAccess.Read));
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}
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}
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/// <summary>
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/// Creates a new shader information structure from the added information.
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/// </summary>
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/// <param name="pipeline">Optional pipeline state for background shader compilation</param>
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/// <param name="fromCache">Indicates if the shader comes from a disk cache</param>
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/// <returns>Shader information</returns>
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public ShaderInfo Build(ProgramPipelineState? pipeline, bool fromCache = false)
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{
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var descriptors = new ResourceDescriptorCollection[TotalSets];
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var usages = new ResourceUsageCollection[TotalSets];
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for (int index = 0; index < TotalSets; index++)
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{
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descriptors[index] = new ResourceDescriptorCollection(_resourceDescriptors[index].ToArray().AsReadOnly());
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usages[index] = new ResourceUsageCollection(_resourceUsages[index].ToArray().AsReadOnly());
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}
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ResourceLayout resourceLayout = new ResourceLayout(descriptors.AsReadOnly(), usages.AsReadOnly());
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if (pipeline.HasValue)
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{
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return new ShaderInfo(_fragmentOutputMap, resourceLayout, pipeline.Value, fromCache);
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}
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else
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{
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return new ShaderInfo(_fragmentOutputMap, resourceLayout, fromCache);
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}
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}
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/// <summary>
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/// Builds shader information for shaders from the disk cache.
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/// </summary>
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/// <param name="context">GPU context that owns the shaders</param>
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/// <param name="programs">Shaders from the disk cache</param>
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/// <param name="pipeline">Optional pipeline for background compilation</param>
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/// <returns>Shader information</returns>
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public static ShaderInfo BuildForCache(GpuContext context, IEnumerable<CachedShaderStage> programs, ProgramPipelineState? pipeline)
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{
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ShaderInfoBuilder builder = new ShaderInfoBuilder(context);
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foreach (CachedShaderStage program in programs)
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{
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if (program?.Info != null)
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{
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builder.AddStageInfo(program.Info);
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}
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}
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return builder.Build(pipeline, fromCache: true);
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}
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/// <summary>
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/// Builds shader information for a compute shader.
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/// </summary>
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/// <param name="context">GPU context that owns the shader</param>
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/// <param name="info">Compute shader information</param>
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/// <param name="fromCache">True if the compute shader comes from a disk cache, false otherwise</param>
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/// <returns>Shader information</returns>
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public static ShaderInfo BuildForCompute(GpuContext context, ShaderProgramInfo info, bool fromCache = false)
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{
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ShaderInfoBuilder builder = new ShaderInfoBuilder(context);
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builder.AddStageInfo(info);
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return builder.Build(null, fromCache);
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}
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}
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}
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