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(); } } }