using System.Collections;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// List of cached shader programs that differs only by specialization state.
/// </summary>
class ShaderSpecializationList : IEnumerable<CachedShaderProgram>
private readonly List<CachedShaderProgram> _entries = new List<CachedShaderProgram>();
/// Adds a program to the list.
/// <param name="program">Program to be added</param>
public void Add(CachedShaderProgram program)
_entries.Add(program);
}
/// Tries to find an existing 3D program on the cache.
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="graphicsState">Graphics state</param>
/// <param name="program">Cached program, if found</param>
/// <returns>True if a compatible program is found, false otherwise</returns>
public bool TryFindForGraphics(
GpuChannel channel,
ref GpuChannelPoolState poolState,
ref GpuChannelGraphicsState graphicsState,
out CachedShaderProgram program)
foreach (var entry in _entries)
bool usesDrawParameters = entry.Shaders[1]?.Info.UsesDrawParameters ?? false;
if (entry.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true))
program = entry;
return true;
program = default;
return false;
/// Tries to find an existing compute program on the cache.
/// <param name="computeState">Compute state</param>
public bool TryFindForCompute(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelComputeState computeState, out CachedShaderProgram program)
if (entry.SpecializationState.MatchesCompute(channel, ref poolState, computeState, true))
public IEnumerator<CachedShaderProgram> GetEnumerator()
return _entries.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator()
return GetEnumerator();