Ryujinx/Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs

81 lines
2.4 KiB
C#

using Ryujinx.Graphics.GAL;
using System;
using System.Threading.Tasks;
namespace Ryujinx.Graphics.Gpu.Shader
{
delegate bool ShaderCompileTaskCallback(bool success, ShaderCompileTask task);
/// <summary>
/// A class that represents a shader compilation.
/// </summary>
class ShaderCompileTask
{
private bool _compiling;
private Task _programsTask;
private IProgram _program;
private ShaderCompileTaskCallback _action;
/// <summary>
/// Check the completion status of the shader compile task, and run callbacks on step completion.
/// Calling this periodically is required to progress through steps of the compilation.
/// </summary>
/// <returns>True if the task is complete, false if it is in progress</returns>
public bool IsDone()
{
if (_compiling)
{
ProgramLinkStatus status = _program.CheckProgramLink(false);
if (status != ProgramLinkStatus.Incomplete)
{
return _action(status == ProgramLinkStatus.Success, this);
}
}
else
{
// Waiting on the task.
if (_programsTask.IsCompleted)
{
return _action(true, this);
}
}
return false;
}
/// <summary>
/// Run a callback when the specified task has completed.
/// </summary>
/// <param name="task">The task object that needs to complete</param>
/// <param name="action">The action to perform when it is complete</param>
public void OnTask(Task task, ShaderCompileTaskCallback action)
{
_compiling = false;
_programsTask = task;
_action = action;
}
/// <summary>
/// Run a callback when the specified program has been linked.
/// </summary>
/// <param name="task">The program that needs to be linked</param>
/// <param name="action">The action to perform when linking is complete</param>
public void OnCompiled(IProgram program, ShaderCompileTaskCallback action)
{
_compiling = true;
_program = program;
_action = action;
if (program == null)
{
action(false, this);
}
}
}
}