mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-30 15:11:21 -08:00
48f6570557
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.
39 lines
734 B
C#
39 lines
734 B
C#
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
|
|
{
|
|
/// <summary>
|
|
/// Graphics API type accepted by the shader cache.
|
|
/// </summary>
|
|
enum CacheGraphicsApi : byte
|
|
{
|
|
/// <summary>
|
|
/// OpenGL Core
|
|
/// </summary>
|
|
OpenGL,
|
|
|
|
/// <summary>
|
|
/// OpenGL ES
|
|
/// </summary>
|
|
OpenGLES,
|
|
|
|
/// <summary>
|
|
/// Vulkan
|
|
/// </summary>
|
|
Vulkan,
|
|
|
|
/// <summary>
|
|
/// DirectX
|
|
/// </summary>
|
|
DirectX,
|
|
|
|
/// <summary>
|
|
/// Metal
|
|
/// </summary>
|
|
Metal,
|
|
|
|
/// <summary>
|
|
/// Guest, used to cache games raw shader programs.
|
|
/// </summary>
|
|
Guest
|
|
}
|
|
}
|