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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.
14 lines
No EOL
229 B
C#
14 lines
No EOL
229 B
C#
namespace Ryujinx.Graphics.Shader
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{
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public enum ShaderStage : byte
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{
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Compute,
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Vertex,
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TessellationControl,
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TessellationEvaluation,
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Geometry,
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Fragment,
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Count
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}
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} |