 48f6570557
			
		
	
	
		48f6570557
		
			
		
	
	
	
	
		
			
			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
		
	
	
		
			No EOL
		
	
	
		
			804 B
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			28 lines
		
	
	
		
			No EOL
		
	
	
		
			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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| 
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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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| 
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|             return "points";
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|         }
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|     }
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| } |