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jinx/Ryujinx.Graphics.Shader/CodeGen/Spirv/EnumConversion.cs
gdkchan 9dfe81770a
Use vector outputs for texture operations (#3939)
* Change AggregateType to include vector type counts

* Replace VariableType uses with AggregateType and delete VariableType

* Support new local vector types on SPIR-V and GLSL

* Start using vector outputs for texture operations

* Use vectors on more texture operations

* Use vector output for ImageLoad operations

* Replace all uses of single destination texture constructors with multi destination ones

* Update textureGatherOffsets replacement to split vector operations

* Shader cache version bump

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2022-12-29 16:09:34 +01:00

23 lines
862 B
C#

using Ryujinx.Graphics.Shader.Translation;
using System;
using static Spv.Specification;
namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
static class EnumConversion
{
public static ExecutionModel Convert(this ShaderStage stage)
{
return stage switch
{
ShaderStage.Compute => ExecutionModel.GLCompute,
ShaderStage.Vertex => ExecutionModel.Vertex,
ShaderStage.TessellationControl => ExecutionModel.TessellationControl,
ShaderStage.TessellationEvaluation => ExecutionModel.TessellationEvaluation,
ShaderStage.Geometry => ExecutionModel.Geometry,
ShaderStage.Fragment => ExecutionModel.Fragment,
_ => throw new ArgumentException($"Invalid shader stage \"{stage}\".")
};
}
}
}