Ryujinx-uplift/Ryujinx.Graphics.Gpu/Shader/ShaderCodeHolder.cs
Mary 48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00

52 lines
1.6 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Cached shader code for a single shader stage.
/// </summary>
class ShaderCodeHolder
{
/// <summary>
/// Shader program containing translated code.
/// </summary>
public ShaderProgram Program { get; }
/// <summary>
/// Shader program information.
/// </summary>
public ShaderProgramInfo Info { get; }
/// <summary>
/// Host shader object.
/// </summary>
/// <remarks>Null if the host shader program cache is in use.</remarks>
public IShader HostShader { get; set; }
/// <summary>
/// Maxwell binary shader code.
/// </summary>
public byte[] Code { get; }
/// <summary>
/// Optional maxwell binary shader code for "Vertex A" shader.
/// </summary>
public byte[] Code2 { get; }
/// <summary>
/// Creates a new instace of the shader code holder.
/// </summary>
/// <param name="program">Shader program</param>
/// <param name="info">Shader program information</param>
/// <param name="code">Maxwell binary shader code</param>
/// <param name="code2">Optional binary shader code of the "Vertex A" shader, when combined with "Vertex B"</param>
public ShaderCodeHolder(ShaderProgram program, ShaderProgramInfo info, byte[] code, byte[] code2 = null)
{
Program = program;
Info = info;
Code = code;
Code2 = code2;
}
}
}