Ryujinx-uplift/Ryujinx.Graphics.Shader/InputTopology.cs
Mary 48f6570557
Salieri: shader cache (#1701)
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.
2020-11-13 00:15:34 +01:00

28 lines
804 B
C#

namespace Ryujinx.Graphics.Shader
{
public enum InputTopology : byte
{
Points,
Lines,
LinesAdjacency,
Triangles,
TrianglesAdjacency
}
static class InputTopologyExtensions
{
public static string ToGlslString(this InputTopology topology)
{
switch (topology)
{
case InputTopology.Points: return "points";
case InputTopology.Lines: return "lines";
case InputTopology.LinesAdjacency: return "lines_adjacency";
case InputTopology.Triangles: return "triangles";
case InputTopology.TrianglesAdjacency: return "triangles_adjacency";
}
return "points";
}
}
}