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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.
28 lines
804 B
C#
28 lines
804 B
C#
namespace Ryujinx.Graphics.Shader
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{
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public enum InputTopology : byte
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{
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Points,
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Lines,
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LinesAdjacency,
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Triangles,
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TrianglesAdjacency
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}
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static class InputTopologyExtensions
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{
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public static string ToGlslString(this InputTopology topology)
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{
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switch (topology)
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{
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case InputTopology.Points: return "points";
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case InputTopology.Lines: return "lines";
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case InputTopology.LinesAdjacency: return "lines_adjacency";
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case InputTopology.Triangles: return "triangles";
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case InputTopology.TrianglesAdjacency: return "triangles_adjacency";
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}
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return "points";
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}
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}
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} |