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If one shader fails, whole program fails
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parent
511db833db
commit
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@ -28,28 +28,27 @@ namespace Ryujinx.Graphics.Metal
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Shader linking failed: \n{StringHelper.String(libraryError.LocalizedDescription)}");
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_status = ProgramLinkStatus.Failure;
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return;
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}
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else
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{
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switch (shaders[index].Stage)
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{
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case ShaderStage.Compute:
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ComputeFunction = shaderLibrary.NewFunction(StringHelper.NSString("computeMain"));
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break;
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case ShaderStage.Vertex:
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VertexFunction = shaderLibrary.NewFunction(StringHelper.NSString("vertexMain"));
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break;
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case ShaderStage.Fragment:
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FragmentFunction = shaderLibrary.NewFunction(StringHelper.NSString("fragmentMain"));
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break;
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default:
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Logger.Warning?.Print(LogClass.Gpu, $"Cannot handle stage {shaders[index].Stage}!");
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break;
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}
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_status = ProgramLinkStatus.Success;
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switch (shaders[index].Stage)
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{
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case ShaderStage.Compute:
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ComputeFunction = shaderLibrary.NewFunction(StringHelper.NSString("computeMain"));
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break;
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case ShaderStage.Vertex:
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VertexFunction = shaderLibrary.NewFunction(StringHelper.NSString("vertexMain"));
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break;
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case ShaderStage.Fragment:
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FragmentFunction = shaderLibrary.NewFunction(StringHelper.NSString("fragmentMain"));
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break;
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default:
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Logger.Warning?.Print(LogClass.Gpu, $"Cannot handle stage {shaders[index].Stage}!");
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break;
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}
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}
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_status = ProgramLinkStatus.Success;
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}
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public ProgramLinkStatus CheckProgramLink(bool blocking)
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