Ryujinx/Ryujinx.Graphics.Shader/CodeGen/Spirv/EnumConversion.cs
gdkchan 9f12e50a54
Refactor attribute handling on the shader generator (#4565)
* 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
2023-04-25 19:51:07 -03:00

22 lines
819 B
C#

using System;
using static Spv.Specification;
namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
static class EnumConversion
{
public static ExecutionModel Convert(this ShaderStage stage)
{
return stage switch
{
ShaderStage.Compute => ExecutionModel.GLCompute,
ShaderStage.Vertex => ExecutionModel.Vertex,
ShaderStage.TessellationControl => ExecutionModel.TessellationControl,
ShaderStage.TessellationEvaluation => ExecutionModel.TessellationEvaluation,
ShaderStage.Geometry => ExecutionModel.Geometry,
ShaderStage.Fragment => ExecutionModel.Fragment,
_ => throw new ArgumentException($"Invalid shader stage \"{stage}\".")
};
}
}
}