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* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
31 lines
1,015 B
C#
31 lines
1,015 B
C#
using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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namespace Ryujinx.Graphics.Shader.CodeGen
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{
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readonly struct CodeGenParameters
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{
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public readonly AttributeUsage AttributeUsage;
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public readonly ShaderDefinitions Definitions;
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public readonly ShaderProperties Properties;
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public readonly HostCapabilities HostCapabilities;
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public readonly ILogger Logger;
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public readonly TargetApi TargetApi;
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public CodeGenParameters(
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AttributeUsage attributeUsage,
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ShaderDefinitions definitions,
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ShaderProperties properties,
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HostCapabilities hostCapabilities,
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ILogger logger,
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TargetApi targetApi)
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{
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AttributeUsage = attributeUsage;
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Definitions = definitions;
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Properties = properties;
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HostCapabilities = hostCapabilities;
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Logger = logger;
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TargetApi = targetApi;
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}
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}
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}
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