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using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Paths where shader code was dumped on disk.
/// </summary>
readonly struct ShaderDumpPaths
{
/// <summary>
/// Path where the full shader code with header was dumped, or null if not dumped.
/// </summary>
public string FullPath { get; }
/// <summary>
/// Path where the shader code without header was dumped, or null if not dumped.
/// </summary>
public string CodePath { get; }
/// <summary>
/// True if the shader was dumped, false otherwise.
/// </summary>
public bool HasPath => FullPath != null && CodePath != null;
/// <summary>
/// Creates a new shader dumps path structure.
/// </summary>
/// <param name="fullPath">Path where the full shader code with header was dumped, or null if not dumped</param>
/// <param name="codePath">Path where the shader code without header was dumped, or null if not dumped</param>
public ShaderDumpPaths(string fullPath, string codePath)
{
FullPath = fullPath;
CodePath = codePath;
}
/// <summary>
/// Prepends the shader paths on the program source, as a comment.
/// </summary>
/// <param name="program">Program to prepend into</param>
public void Prepend(ShaderProgram program)
{
if (HasPath)
{
program.Prepend("// " + CodePath);
program.Prepend("// " + FullPath);
}
}
}
}
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