Ryujinx/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/CacheGraphicsApi.cs
Mary 48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00

38 lines
734 B
C#

namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Graphics API type accepted by the shader cache.
/// </summary>
enum CacheGraphicsApi : byte
{
/// <summary>
/// OpenGL Core
/// </summary>
OpenGL,
/// <summary>
/// OpenGL ES
/// </summary>
OpenGLES,
/// <summary>
/// Vulkan
/// </summary>
Vulkan,
/// <summary>
/// DirectX
/// </summary>
DirectX,
/// <summary>
/// Metal
/// </summary>
Metal,
/// <summary>
/// Guest, used to cache games raw shader programs.
/// </summary>
Guest
}
}