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Delete ShaderConfig and organize shader resources/definitions better (#5509)
* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
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68 changed files with 2653 additions and 2407 deletions
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@ -13,17 +13,6 @@ namespace Ryujinx.Graphics.Shader
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static class AttributeTypeExtensions
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{
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public static string ToVec4Type(this AttributeType type)
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{
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return type switch
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{
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AttributeType.Float => "vec4",
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AttributeType.Sint => "ivec4",
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AttributeType.Uint => "uvec4",
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_ => throw new ArgumentException($"Invalid attribute type \"{type}\"."),
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};
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}
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public static AggregateType ToAggregateType(this AttributeType type)
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{
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return type switch
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