d4187aaa9d
* (Re)Implement format reinterpretation, other changes * Implement writeback to guest memory, some refactoring * More refactoring, implement reinterpretation the old way again * Clean up * Some fixes on M2MF (old Dma engine), added partial support for P2MF, fix conditional ssy, add Z24S8 zeta format, other fixes * nit: Formatting * Address PR feedback
46 lines
No EOL
1,023 B
C#
46 lines
No EOL
1,023 B
C#
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Gal.Shader
|
|
{
|
|
class ShaderIrBlock
|
|
{
|
|
public int Position { get; set; }
|
|
public int EndPosition { get; set; }
|
|
|
|
public ShaderIrBlock Next { get; set; }
|
|
public ShaderIrBlock Branch { get; set; }
|
|
|
|
public List<ShaderIrBlock> Sources { get; private set; }
|
|
|
|
public List<ShaderIrNode> Nodes { get; private set; }
|
|
|
|
public ShaderIrBlock(int Position)
|
|
{
|
|
this.Position = Position;
|
|
|
|
Sources = new List<ShaderIrBlock>();
|
|
|
|
Nodes = new List<ShaderIrNode>();
|
|
}
|
|
|
|
public void AddNode(ShaderIrNode Node)
|
|
{
|
|
Nodes.Add(Node);
|
|
}
|
|
|
|
public ShaderIrNode[] GetNodes()
|
|
{
|
|
return Nodes.ToArray();
|
|
}
|
|
|
|
public ShaderIrNode GetLastNode()
|
|
{
|
|
if (Nodes.Count > 0)
|
|
{
|
|
return Nodes[Nodes.Count - 1];
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|
|
} |