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* 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
27 lines
687 B
C#
27 lines
687 B
C#
using Ryujinx.Graphics.Shader.Translation;
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using System;
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namespace Ryujinx.Graphics.Shader
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{
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public enum AttributeType : byte
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{
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// Generic types.
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Float,
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Sint,
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Uint,
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}
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static class AttributeTypeExtensions
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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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{
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AttributeType.Float => AggregateType.FP32,
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AttributeType.Sint => AggregateType.S32,
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AttributeType.Uint => AggregateType.U32,
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_ => throw new ArgumentException($"Invalid attribute type \"{type}\"."),
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};
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}
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}
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}
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