Ryujinx/Ryujinx.Graphics.Gpu/Shader/ShaderCodeHolder.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

44 lines
1.3 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>
/// Host shader object.
/// </summary>
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="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, byte[] code, byte[] code2 = null)
{
Program = program;
Code = code;
Code2 = code2;
}
}
}