Ryujinx-uplift/Ryujinx.Graphics.Gpu/Shader/ShaderBundle.cs
gdkchan b8eb6abecc
Refactor shader GPU state and memory access (#1203)
* Refactor shader GPU state and memory access

* Fix NVDEC project build

* Address PR feedback and add missing XML comments
2020-05-06 11:02:28 +10:00

47 lines
1.3 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 ShaderBundle : IDisposable
{
/// <summary>
/// Host shader program object.
/// </summary>
public IProgram HostProgram { get; }
/// <summary>
/// Compiled shader for each shader stage.
/// </summary>
public ShaderCodeHolder[] Shaders { get; }
/// <summary>
/// Creates a new instance of the shader bundle.
/// </summary>
/// <param name="hostProgram">Host program with all the shader stages</param>
/// <param name="shaders">Shaders</param>
public ShaderBundle(IProgram hostProgram, params ShaderCodeHolder[] shaders)
{
HostProgram = hostProgram;
Shaders = shaders;
}
/// <summary>
/// Dispose of the host shader resources.
/// </summary>
public void Dispose()
{
HostProgram.Dispose();
foreach (ShaderCodeHolder holder in Shaders)
{
holder?.HostShader.Dispose();
}
}
}
}