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