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Ryujinx/src/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs
gdkchan f09bba82b9
Geometry shader emulation for macOS (#5551)
* Implement vertex and geometry shader conversion to compute

* Call InitializeReservedCounts for compute too

* PR feedback

* Set clip distance mask for geometry and tessellation shaders too

* Transform feedback emulation only for vertex
2023-08-29 21:10:34 -03:00

79 lines
2.7 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>
/// Optional vertex shader converted to compute.
/// </summary>
public ShaderAsCompute VertexAsCompute { get; }
/// <summary>
/// Optional geometry shader converted to compute.
/// </summary>
public ShaderAsCompute GeometryAsCompute { 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);
}
public CachedShaderProgram(
IProgram hostProgram,
ShaderAsCompute vertexAsCompute,
ShaderAsCompute geometryAsCompute,
ShaderSpecializationState specializationState,
CachedShaderStage[] shaders) : this(hostProgram, specializationState, shaders)
{
VertexAsCompute = vertexAsCompute;
GeometryAsCompute = geometryAsCompute;
}
/// <summary>
/// Dispose of the host shader resources.
/// </summary>
public void Dispose()
{
HostProgram.Dispose();
VertexAsCompute?.HostProgram.Dispose();
GeometryAsCompute?.HostProgram.Dispose();
}
}
}