9f12e50a54
* Refactor attribute handling on the shader generator * Implement gl_ViewportMask[] * Add back the Intel FrontFacing bug workaround * Fix GLSL transform feedback outputs mistmatch with fragment stage * Shader cache version bump * Fix geometry shader recognition * PR feedback * Delete GetOperandDef and GetOperandUse * Remove replacements that are no longer needed on GLSL compilation on Vulkan * Fix incorrect load for per-patch outputs * Fix build
23 lines
819 B
C#
23 lines
819 B
C#
using System;
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using static Spv.Specification;
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namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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static class EnumConversion
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{
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public static ExecutionModel Convert(this ShaderStage stage)
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{
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return stage switch
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{
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ShaderStage.Compute => ExecutionModel.GLCompute,
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ShaderStage.Vertex => ExecutionModel.Vertex,
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ShaderStage.TessellationControl => ExecutionModel.TessellationControl,
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ShaderStage.TessellationEvaluation => ExecutionModel.TessellationEvaluation,
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ShaderStage.Geometry => ExecutionModel.Geometry,
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ShaderStage.Fragment => ExecutionModel.Fragment,
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_ => throw new ArgumentException($"Invalid shader stage \"{stage}\".")
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};
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}
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}
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}
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