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jinx/Ryujinx.Graphics.Vulkan/EnumConversion.cs
riperiperi a34fb0e939
Vulkan: Insert barriers before clears (#4596)
* Vulkan: Insert barriers before clears

Newer NVIDIA GPUs seem to be able to start clearing render targets before the last rasterization task is completed, which can cause it to clear a texture while it is being sampled.

This change adds a barrier from read to write when doing a clear, assuming it has been sampled in the past. It could be possible for this to be needed for sample into draw by some GPU, but it's not right now afaik.

This should fix visual artifacts on newer NVIDIA GPUs and driver combos. Contrary to popular belief, Tetris® Effect: Connected is not affected. Testing welcome, hopefully should fix most cases of this and not cost too much performance.

* Visual Studio Moment

* Address feedback

* Address Feedback 2
2023-03-26 12:51:02 +02:00

374 lines
21 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Silk.NET.Vulkan;
using System;
namespace Ryujinx.Graphics.Vulkan
{
static class EnumConversion
{
public static ShaderStageFlags Convert(this ShaderStage stage)
{
return stage switch
{
ShaderStage.Vertex => ShaderStageFlags.VertexBit,
ShaderStage.Geometry => ShaderStageFlags.GeometryBit,
ShaderStage.TessellationControl => ShaderStageFlags.TessellationControlBit,
ShaderStage.TessellationEvaluation => ShaderStageFlags.TessellationEvaluationBit,
ShaderStage.Fragment => ShaderStageFlags.FragmentBit,
ShaderStage.Compute => ShaderStageFlags.ComputeBit,
_ => LogInvalidAndReturn(stage, nameof(ShaderStage), (ShaderStageFlags)0)
};
}
public static PipelineStageFlags ConvertToPipelineStageFlags(this ShaderStage stage)
{
return stage switch
{
ShaderStage.Vertex => PipelineStageFlags.VertexShaderBit,
ShaderStage.Geometry => PipelineStageFlags.GeometryShaderBit,
ShaderStage.TessellationControl => PipelineStageFlags.TessellationControlShaderBit,
ShaderStage.TessellationEvaluation => PipelineStageFlags.TessellationEvaluationShaderBit,
ShaderStage.Fragment => PipelineStageFlags.FragmentShaderBit,
ShaderStage.Compute => PipelineStageFlags.ComputeShaderBit,
_ => LogInvalidAndReturn(stage, nameof(ShaderStage), (PipelineStageFlags)0)
};
}
public static SamplerAddressMode Convert(this AddressMode mode)
{
return mode switch
{
AddressMode.Clamp => SamplerAddressMode.ClampToEdge, // TODO: Should be clamp.
AddressMode.Repeat => SamplerAddressMode.Repeat,
AddressMode.MirrorClamp => SamplerAddressMode.ClampToEdge, // TODO: Should be mirror clamp.
AddressMode.MirrorClampToEdge => SamplerAddressMode.MirrorClampToEdgeKhr,
AddressMode.MirrorClampToBorder => SamplerAddressMode.ClampToBorder, // TODO: Should be mirror clamp to border.
AddressMode.ClampToBorder => SamplerAddressMode.ClampToBorder,
AddressMode.MirroredRepeat => SamplerAddressMode.MirroredRepeat,
AddressMode.ClampToEdge => SamplerAddressMode.ClampToEdge,
_ => LogInvalidAndReturn(mode, nameof(AddressMode), SamplerAddressMode.ClampToEdge) // TODO: Should be clamp.
};
}
public static Silk.NET.Vulkan.BlendFactor Convert(this GAL.BlendFactor factor)
{
return factor switch
{
GAL.BlendFactor.Zero or GAL.BlendFactor.ZeroGl => Silk.NET.Vulkan.BlendFactor.Zero,
GAL.BlendFactor.One or GAL.BlendFactor.OneGl => Silk.NET.Vulkan.BlendFactor.One,
GAL.BlendFactor.SrcColor or GAL.BlendFactor.SrcColorGl => Silk.NET.Vulkan.BlendFactor.SrcColor,
GAL.BlendFactor.OneMinusSrcColor or GAL.BlendFactor.OneMinusSrcColorGl => Silk.NET.Vulkan.BlendFactor.OneMinusSrcColor,
GAL.BlendFactor.SrcAlpha or GAL.BlendFactor.SrcAlphaGl => Silk.NET.Vulkan.BlendFactor.SrcAlpha,
GAL.BlendFactor.OneMinusSrcAlpha or GAL.BlendFactor.OneMinusSrcAlphaGl => Silk.NET.Vulkan.BlendFactor.OneMinusSrcAlpha,
GAL.BlendFactor.DstAlpha or GAL.BlendFactor.DstAlphaGl => Silk.NET.Vulkan.BlendFactor.DstAlpha,
GAL.BlendFactor.OneMinusDstAlpha or GAL.BlendFactor.OneMinusDstAlphaGl => Silk.NET.Vulkan.BlendFactor.OneMinusDstAlpha,
GAL.BlendFactor.DstColor or GAL.BlendFactor.DstColorGl => Silk.NET.Vulkan.BlendFactor.DstColor,
GAL.BlendFactor.OneMinusDstColor or GAL.BlendFactor.OneMinusDstColorGl => Silk.NET.Vulkan.BlendFactor.OneMinusDstColor,
GAL.BlendFactor.SrcAlphaSaturate or GAL.BlendFactor.SrcAlphaSaturateGl => Silk.NET.Vulkan.BlendFactor.SrcAlphaSaturate,
GAL.BlendFactor.Src1Color or GAL.BlendFactor.Src1ColorGl => Silk.NET.Vulkan.BlendFactor.Src1Color,
GAL.BlendFactor.OneMinusSrc1Color or GAL.BlendFactor.OneMinusSrc1ColorGl => Silk.NET.Vulkan.BlendFactor.OneMinusSrc1Color,
GAL.BlendFactor.Src1Alpha or GAL.BlendFactor.Src1AlphaGl => Silk.NET.Vulkan.BlendFactor.Src1Alpha,
GAL.BlendFactor.OneMinusSrc1Alpha or GAL.BlendFactor.OneMinusSrc1AlphaGl => Silk.NET.Vulkan.BlendFactor.OneMinusSrc1Alpha,
GAL.BlendFactor.ConstantColor => Silk.NET.Vulkan.BlendFactor.ConstantColor,
GAL.BlendFactor.OneMinusConstantColor => Silk.NET.Vulkan.BlendFactor.OneMinusConstantColor,
GAL.BlendFactor.ConstantAlpha => Silk.NET.Vulkan.BlendFactor.ConstantAlpha,
GAL.BlendFactor.OneMinusConstantAlpha => Silk.NET.Vulkan.BlendFactor.OneMinusConstantAlpha,
_ => LogInvalidAndReturn(factor, nameof(GAL.BlendFactor), Silk.NET.Vulkan.BlendFactor.Zero)
};
}
public static Silk.NET.Vulkan.BlendOp Convert(this GAL.AdvancedBlendOp op)
{
return op switch
{
GAL.AdvancedBlendOp.Zero => Silk.NET.Vulkan.BlendOp.ZeroExt,
GAL.AdvancedBlendOp.Src => Silk.NET.Vulkan.BlendOp.SrcExt,
GAL.AdvancedBlendOp.Dst => Silk.NET.Vulkan.BlendOp.DstExt,
GAL.AdvancedBlendOp.SrcOver => Silk.NET.Vulkan.BlendOp.SrcOverExt,
GAL.AdvancedBlendOp.DstOver => Silk.NET.Vulkan.BlendOp.DstOverExt,
GAL.AdvancedBlendOp.SrcIn => Silk.NET.Vulkan.BlendOp.SrcInExt,
GAL.AdvancedBlendOp.DstIn => Silk.NET.Vulkan.BlendOp.DstInExt,
GAL.AdvancedBlendOp.SrcOut => Silk.NET.Vulkan.BlendOp.SrcOutExt,
GAL.AdvancedBlendOp.DstOut => Silk.NET.Vulkan.BlendOp.DstOutExt,
GAL.AdvancedBlendOp.SrcAtop => Silk.NET.Vulkan.BlendOp.SrcAtopExt,
GAL.AdvancedBlendOp.DstAtop => Silk.NET.Vulkan.BlendOp.DstAtopExt,
GAL.AdvancedBlendOp.Xor => Silk.NET.Vulkan.BlendOp.XorExt,
GAL.AdvancedBlendOp.Plus => Silk.NET.Vulkan.BlendOp.PlusExt,
GAL.AdvancedBlendOp.PlusClamped => Silk.NET.Vulkan.BlendOp.PlusClampedExt,
GAL.AdvancedBlendOp.PlusClampedAlpha => Silk.NET.Vulkan.BlendOp.PlusClampedAlphaExt,
GAL.AdvancedBlendOp.PlusDarker => Silk.NET.Vulkan.BlendOp.PlusDarkerExt,
GAL.AdvancedBlendOp.Multiply => Silk.NET.Vulkan.BlendOp.MultiplyExt,
GAL.AdvancedBlendOp.Screen => Silk.NET.Vulkan.BlendOp.ScreenExt,
GAL.AdvancedBlendOp.Overlay => Silk.NET.Vulkan.BlendOp.OverlayExt,
GAL.AdvancedBlendOp.Darken => Silk.NET.Vulkan.BlendOp.DarkenExt,
GAL.AdvancedBlendOp.Lighten => Silk.NET.Vulkan.BlendOp.LightenExt,
GAL.AdvancedBlendOp.ColorDodge => Silk.NET.Vulkan.BlendOp.ColordodgeExt,
GAL.AdvancedBlendOp.ColorBurn => Silk.NET.Vulkan.BlendOp.ColorburnExt,
GAL.AdvancedBlendOp.HardLight => Silk.NET.Vulkan.BlendOp.HardlightExt,
GAL.AdvancedBlendOp.SoftLight => Silk.NET.Vulkan.BlendOp.SoftlightExt,
GAL.AdvancedBlendOp.Difference => Silk.NET.Vulkan.BlendOp.DifferenceExt,
GAL.AdvancedBlendOp.Minus => Silk.NET.Vulkan.BlendOp.MinusExt,
GAL.AdvancedBlendOp.MinusClamped => Silk.NET.Vulkan.BlendOp.MinusClampedExt,
GAL.AdvancedBlendOp.Exclusion => Silk.NET.Vulkan.BlendOp.ExclusionExt,
GAL.AdvancedBlendOp.Contrast => Silk.NET.Vulkan.BlendOp.ContrastExt,
GAL.AdvancedBlendOp.Invert => Silk.NET.Vulkan.BlendOp.InvertExt,
GAL.AdvancedBlendOp.InvertRGB => Silk.NET.Vulkan.BlendOp.InvertRgbExt,
GAL.AdvancedBlendOp.InvertOvg => Silk.NET.Vulkan.BlendOp.InvertOvgExt,
GAL.AdvancedBlendOp.LinearDodge => Silk.NET.Vulkan.BlendOp.LineardodgeExt,
GAL.AdvancedBlendOp.LinearBurn => Silk.NET.Vulkan.BlendOp.LinearburnExt,
GAL.AdvancedBlendOp.VividLight => Silk.NET.Vulkan.BlendOp.VividlightExt,
GAL.AdvancedBlendOp.LinearLight => Silk.NET.Vulkan.BlendOp.LinearlightExt,
GAL.AdvancedBlendOp.PinLight => Silk.NET.Vulkan.BlendOp.PinlightExt,
GAL.AdvancedBlendOp.HardMix => Silk.NET.Vulkan.BlendOp.HardmixExt,
GAL.AdvancedBlendOp.Red => Silk.NET.Vulkan.BlendOp.RedExt,
GAL.AdvancedBlendOp.Green => Silk.NET.Vulkan.BlendOp.GreenExt,
GAL.AdvancedBlendOp.Blue => Silk.NET.Vulkan.BlendOp.BlueExt,
GAL.AdvancedBlendOp.HslHue => Silk.NET.Vulkan.BlendOp.HslHueExt,
GAL.AdvancedBlendOp.HslSaturation => Silk.NET.Vulkan.BlendOp.HslSaturationExt,
GAL.AdvancedBlendOp.HslColor => Silk.NET.Vulkan.BlendOp.HslColorExt,
GAL.AdvancedBlendOp.HslLuminosity => Silk.NET.Vulkan.BlendOp.HslLuminosityExt,
_ => LogInvalidAndReturn(op, nameof(GAL.AdvancedBlendOp), Silk.NET.Vulkan.BlendOp.Add)
};
}
public static Silk.NET.Vulkan.BlendOp Convert(this GAL.BlendOp op)
{
return op switch
{
GAL.BlendOp.Add or GAL.BlendOp.AddGl => Silk.NET.Vulkan.BlendOp.Add,
GAL.BlendOp.Subtract or GAL.BlendOp.SubtractGl => Silk.NET.Vulkan.BlendOp.Subtract,
GAL.BlendOp.ReverseSubtract or GAL.BlendOp.ReverseSubtractGl => Silk.NET.Vulkan.BlendOp.ReverseSubtract,
GAL.BlendOp.Minimum or GAL.BlendOp.MinimumGl => Silk.NET.Vulkan.BlendOp.Min,
GAL.BlendOp.Maximum or GAL.BlendOp.MaximumGl => Silk.NET.Vulkan.BlendOp.Max,
_ => LogInvalidAndReturn(op, nameof(GAL.BlendOp), Silk.NET.Vulkan.BlendOp.Add)
};
}
public static Silk.NET.Vulkan.BlendOverlapEXT Convert(this GAL.AdvancedBlendOverlap overlap)
{
return overlap switch
{
GAL.AdvancedBlendOverlap.Uncorrelated => Silk.NET.Vulkan.BlendOverlapEXT.UncorrelatedExt,
GAL.AdvancedBlendOverlap.Disjoint => Silk.NET.Vulkan.BlendOverlapEXT.DisjointExt,
GAL.AdvancedBlendOverlap.Conjoint => Silk.NET.Vulkan.BlendOverlapEXT.ConjointExt,
_ => LogInvalidAndReturn(overlap, nameof(GAL.AdvancedBlendOverlap), Silk.NET.Vulkan.BlendOverlapEXT.UncorrelatedExt)
};
}
public static Silk.NET.Vulkan.CompareOp Convert(this GAL.CompareOp op)
{
return op switch
{
GAL.CompareOp.Never or GAL.CompareOp.NeverGl => Silk.NET.Vulkan.CompareOp.Never,
GAL.CompareOp.Less or GAL.CompareOp.LessGl => Silk.NET.Vulkan.CompareOp.Less,
GAL.CompareOp.Equal or GAL.CompareOp.EqualGl => Silk.NET.Vulkan.CompareOp.Equal,
GAL.CompareOp.LessOrEqual or GAL.CompareOp.LessOrEqualGl => Silk.NET.Vulkan.CompareOp.LessOrEqual,
GAL.CompareOp.Greater or GAL.CompareOp.GreaterGl => Silk.NET.Vulkan.CompareOp.Greater,
GAL.CompareOp.NotEqual or GAL.CompareOp.NotEqualGl => Silk.NET.Vulkan.CompareOp.NotEqual,
GAL.CompareOp.GreaterOrEqual or GAL.CompareOp.GreaterOrEqualGl => Silk.NET.Vulkan.CompareOp.GreaterOrEqual,
GAL.CompareOp.Always or GAL.CompareOp.AlwaysGl => Silk.NET.Vulkan.CompareOp.Always,
_ => LogInvalidAndReturn(op, nameof(GAL.CompareOp), Silk.NET.Vulkan.CompareOp.Never)
};
}
public static CullModeFlags Convert(this Face face)
{
return face switch
{
Face.Back => CullModeFlags.BackBit,
Face.Front => CullModeFlags.FrontBit,
Face.FrontAndBack => CullModeFlags.FrontAndBack,
_ => LogInvalidAndReturn(face, nameof(Face), CullModeFlags.BackBit)
};
}
public static Silk.NET.Vulkan.FrontFace Convert(this GAL.FrontFace frontFace)
{
// Flipped to account for origin differences.
return frontFace switch
{
GAL.FrontFace.Clockwise => Silk.NET.Vulkan.FrontFace.CounterClockwise,
GAL.FrontFace.CounterClockwise => Silk.NET.Vulkan.FrontFace.Clockwise,
_ => LogInvalidAndReturn(frontFace, nameof(GAL.FrontFace), Silk.NET.Vulkan.FrontFace.Clockwise)
};
}
public static Silk.NET.Vulkan.IndexType Convert(this GAL.IndexType type)
{
return type switch
{
GAL.IndexType.UByte => Silk.NET.Vulkan.IndexType.Uint8Ext,
GAL.IndexType.UShort => Silk.NET.Vulkan.IndexType.Uint16,
GAL.IndexType.UInt => Silk.NET.Vulkan.IndexType.Uint32,
_ => LogInvalidAndReturn(type, nameof(GAL.IndexType), Silk.NET.Vulkan.IndexType.Uint16)
};
}
public static Filter Convert(this MagFilter filter)
{
return filter switch
{
MagFilter.Nearest => Filter.Nearest,
MagFilter.Linear => Filter.Linear,
_ => LogInvalidAndReturn(filter, nameof(MagFilter), Filter.Nearest)
};
}
public static (Filter, SamplerMipmapMode) Convert(this MinFilter filter)
{
return filter switch
{
MinFilter.Nearest => (Filter.Nearest, SamplerMipmapMode.Nearest),
MinFilter.Linear => (Filter.Linear, SamplerMipmapMode.Nearest),
MinFilter.NearestMipmapNearest => (Filter.Nearest, SamplerMipmapMode.Nearest),
MinFilter.LinearMipmapNearest => (Filter.Linear, SamplerMipmapMode.Nearest),
MinFilter.NearestMipmapLinear => (Filter.Nearest, SamplerMipmapMode.Linear),
MinFilter.LinearMipmapLinear => (Filter.Linear, SamplerMipmapMode.Linear),
_ => LogInvalidAndReturn(filter, nameof(MinFilter), (Filter.Nearest, SamplerMipmapMode.Nearest))
};
}
public static Silk.NET.Vulkan.PrimitiveTopology Convert(this GAL.PrimitiveTopology topology)
{
return topology switch
{
GAL.PrimitiveTopology.Points => Silk.NET.Vulkan.PrimitiveTopology.PointList,
GAL.PrimitiveTopology.Lines => Silk.NET.Vulkan.PrimitiveTopology.LineList,
GAL.PrimitiveTopology.LineStrip => Silk.NET.Vulkan.PrimitiveTopology.LineStrip,
GAL.PrimitiveTopology.Triangles => Silk.NET.Vulkan.PrimitiveTopology.TriangleList,
GAL.PrimitiveTopology.TriangleStrip => Silk.NET.Vulkan.PrimitiveTopology.TriangleStrip,
GAL.PrimitiveTopology.TriangleFan => Silk.NET.Vulkan.PrimitiveTopology.TriangleFan,
GAL.PrimitiveTopology.LinesAdjacency => Silk.NET.Vulkan.PrimitiveTopology.LineListWithAdjacency,
GAL.PrimitiveTopology.LineStripAdjacency => Silk.NET.Vulkan.PrimitiveTopology.LineStripWithAdjacency,
GAL.PrimitiveTopology.TrianglesAdjacency => Silk.NET.Vulkan.PrimitiveTopology.TriangleListWithAdjacency,
GAL.PrimitiveTopology.TriangleStripAdjacency => Silk.NET.Vulkan.PrimitiveTopology.TriangleStripWithAdjacency,
GAL.PrimitiveTopology.Patches => Silk.NET.Vulkan.PrimitiveTopology.PatchList,
GAL.PrimitiveTopology.Polygon => Silk.NET.Vulkan.PrimitiveTopology.TriangleFan,
GAL.PrimitiveTopology.Quads => throw new NotSupportedException("Quad topology is not available in Vulkan."),
GAL.PrimitiveTopology.QuadStrip => throw new NotSupportedException("QuadStrip topology is not available in Vulkan."),
_ => LogInvalidAndReturn(topology, nameof(GAL.PrimitiveTopology), Silk.NET.Vulkan.PrimitiveTopology.TriangleList)
};
}
public static Silk.NET.Vulkan.StencilOp Convert(this GAL.StencilOp op)
{
return op switch
{
GAL.StencilOp.Keep or GAL.StencilOp.KeepGl => Silk.NET.Vulkan.StencilOp.Keep,
GAL.StencilOp.Zero or GAL.StencilOp.ZeroGl => Silk.NET.Vulkan.StencilOp.Zero,
GAL.StencilOp.Replace or GAL.StencilOp.ReplaceGl => Silk.NET.Vulkan.StencilOp.Replace,
GAL.StencilOp.IncrementAndClamp or GAL.StencilOp.IncrementAndClampGl => Silk.NET.Vulkan.StencilOp.IncrementAndClamp,
GAL.StencilOp.DecrementAndClamp or GAL.StencilOp.DecrementAndClampGl => Silk.NET.Vulkan.StencilOp.DecrementAndClamp,
GAL.StencilOp.Invert or GAL.StencilOp.InvertGl => Silk.NET.Vulkan.StencilOp.Invert,
GAL.StencilOp.IncrementAndWrap or GAL.StencilOp.IncrementAndWrapGl => Silk.NET.Vulkan.StencilOp.IncrementAndWrap,
GAL.StencilOp.DecrementAndWrap or GAL.StencilOp.DecrementAndWrapGl => Silk.NET.Vulkan.StencilOp.DecrementAndWrap,
_ => LogInvalidAndReturn(op, nameof(GAL.StencilOp), Silk.NET.Vulkan.StencilOp.Keep)
};
}
public static ComponentSwizzle Convert(this SwizzleComponent swizzleComponent)
{
return swizzleComponent switch
{
SwizzleComponent.Zero => ComponentSwizzle.Zero,
SwizzleComponent.One => ComponentSwizzle.One,
SwizzleComponent.Red => ComponentSwizzle.R,
SwizzleComponent.Green => ComponentSwizzle.G,
SwizzleComponent.Blue => ComponentSwizzle.B,
SwizzleComponent.Alpha => ComponentSwizzle.A,
_ => LogInvalidAndReturn(swizzleComponent, nameof(SwizzleComponent), ComponentSwizzle.Zero)
};
}
public static ImageType Convert(this Target target)
{
return target switch
{
Target.Texture1D or
Target.Texture1DArray or
Target.TextureBuffer => ImageType.Type1D,
Target.Texture2D or
Target.Texture2DArray or
Target.Texture2DMultisample or
Target.Cubemap or
Target.CubemapArray => ImageType.Type2D,
Target.Texture3D => ImageType.Type3D,
_ => LogInvalidAndReturn(target, nameof(Target), ImageType.Type2D)
};
}
public static ImageViewType ConvertView(this Target target)
{
return target switch
{
Target.Texture1D => ImageViewType.Type1D,
Target.Texture2D or Target.Texture2DMultisample => ImageViewType.Type2D,
Target.Texture3D => ImageViewType.Type3D,
Target.Texture1DArray => ImageViewType.Type1DArray,
Target.Texture2DArray => ImageViewType.Type2DArray,
Target.Cubemap => ImageViewType.TypeCube,
Target.CubemapArray => ImageViewType.TypeCubeArray,
_ => LogInvalidAndReturn(target, nameof(Target), ImageViewType.Type2D)
};
}
public static ImageAspectFlags ConvertAspectFlags(this GAL.Format format)
{
return format switch
{
GAL.Format.D16Unorm or GAL.Format.D32Float => ImageAspectFlags.DepthBit,
GAL.Format.S8Uint => ImageAspectFlags.StencilBit,
GAL.Format.D24UnormS8Uint or
GAL.Format.D32FloatS8Uint or
GAL.Format.S8UintD24Unorm => ImageAspectFlags.DepthBit | ImageAspectFlags.StencilBit,
_ => ImageAspectFlags.ColorBit
};
}
public static ImageAspectFlags ConvertAspectFlags(this GAL.Format format, DepthStencilMode depthStencilMode)
{
return format switch
{
GAL.Format.D16Unorm or GAL.Format.D32Float => ImageAspectFlags.DepthBit,
GAL.Format.S8Uint => ImageAspectFlags.StencilBit,
GAL.Format.D24UnormS8Uint or
GAL.Format.D32FloatS8Uint or
GAL.Format.S8UintD24Unorm => depthStencilMode == DepthStencilMode.Stencil ? ImageAspectFlags.StencilBit : ImageAspectFlags.DepthBit,
_ => ImageAspectFlags.ColorBit
};
}
public static LogicOp Convert(this LogicalOp op)
{
return op switch
{
LogicalOp.Clear => LogicOp.Clear,
LogicalOp.And => LogicOp.And,
LogicalOp.AndReverse => LogicOp.AndReverse,
LogicalOp.Copy => LogicOp.Copy,
LogicalOp.AndInverted => LogicOp.AndInverted,
LogicalOp.Noop => LogicOp.NoOp,
LogicalOp.Xor => LogicOp.Xor,
LogicalOp.Or => LogicOp.Or,
LogicalOp.Nor => LogicOp.Nor,
LogicalOp.Equiv => LogicOp.Equivalent,
LogicalOp.Invert => LogicOp.Invert,
LogicalOp.OrReverse => LogicOp.OrReverse,
LogicalOp.CopyInverted => LogicOp.CopyInverted,
LogicalOp.OrInverted => LogicOp.OrInverted,
LogicalOp.Nand => LogicOp.Nand,
LogicalOp.Set => LogicOp.Set,
_ => LogInvalidAndReturn(op, nameof(LogicalOp), LogicOp.Copy)
};
}
private static T2 LogInvalidAndReturn<T1, T2>(T1 value, string name, T2 defaultValue = default)
{
Logger.Debug?.Print(LogClass.Gpu, $"Invalid {name} enum value: {value}.");
return defaultValue;
}
}
}