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authorMary <me@thog.eu>2020-11-13 00:15:34 +0100
committerGitHub <noreply@github.com>2020-11-13 00:15:34 +0100
commit48f6570557fc76496936514d94e3ccddf55ec633 (patch)
treece455833899cb33a312e5853a7a3d191bb5d18d9 /Ryujinx.Graphics.Gpu/Shader/Cache/Definition/CacheGraphicsApi.cs
parent7166e82c3cf1fd8cf2fce3281017ee88122684d8 (diff)
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.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/Cache/Definition/CacheGraphicsApi.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/Cache/Definition/CacheGraphicsApi.cs38
1 files changed, 38 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/CacheGraphicsApi.cs b/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/CacheGraphicsApi.cs
new file mode 100644
index 00000000..9f8b5c39
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+++ b/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/CacheGraphicsApi.cs
@@ -0,0 +1,38 @@
+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
+ }
+}