using Ryujinx.Graphics.Gpu.Shader.HashTable;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Compute shader cache hash table.
/// </summary>
class ComputeShaderCacheHashTable
private readonly PartitionedHashTable<ShaderSpecializationList> _cache;
private readonly List<CachedShaderProgram> _shaderPrograms;
/// Creates a new compute shader cache hash table.
public ComputeShaderCacheHashTable()
_cache = new PartitionedHashTable<ShaderSpecializationList>();
_shaderPrograms = new List<CachedShaderProgram>();
}
/// Adds a program to the cache.
/// <param name="program">Program to be added</param>
public void Add(CachedShaderProgram program)
var specList = _cache.GetOrAdd(program.Shaders[0].Code, new ShaderSpecializationList());
specList.Add(program);
_shaderPrograms.Add(program);
/// Tries to find a cached program.
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="computeState">Compute state</param>
/// <param name="gpuVa">GPU virtual address of the compute shader</param>
/// <param name="program">Cached host program for the given state, if found</param>
/// <param name="cachedGuestCode">Cached guest code, if any found</param>
/// <returns>True if a cached host program was found, false otherwise</returns>
public bool TryFind(
GpuChannel channel,
GpuChannelPoolState poolState,
GpuChannelComputeState computeState,
ulong gpuVa,
out CachedShaderProgram program,
out byte[] cachedGuestCode)
program = null;
ShaderCodeAccessor codeAccessor = new ShaderCodeAccessor(channel.MemoryManager, gpuVa);
bool hasSpecList = _cache.TryFindItem(codeAccessor, out var specList, out cachedGuestCode);
return hasSpecList && specList.TryFindForCompute(channel, poolState, computeState, out program);
/// Gets all programs that have been added to the table.
/// <returns>Programs added to the table</returns>
public IEnumerable<CachedShaderProgram> GetPrograms()
foreach (var program in _shaderPrograms)
yield return program;