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8d168574eb
* Use explicit buffer and texture bindings on shaders * More XML docs and other nits
41 lines
1.1 KiB
C#
41 lines
1.1 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Shader : IShader
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{
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public int Handle { get; private set; }
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public Shader(ShaderStage stage, string code)
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{
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ShaderType type = stage switch
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{
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ShaderStage.Compute => ShaderType.ComputeShader,
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ShaderStage.Vertex => ShaderType.VertexShader,
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ShaderStage.TessellationControl => ShaderType.TessControlShader,
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ShaderStage.TessellationEvaluation => ShaderType.TessEvaluationShader,
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ShaderStage.Geometry => ShaderType.GeometryShader,
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ShaderStage.Fragment => ShaderType.FragmentShader,
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_ => ShaderType.VertexShader
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};
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Handle = GL.CreateShader(type);
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GL.ShaderSource(Handle, code);
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GL.CompileShader(Handle);
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteShader(Handle);
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Handle = 0;
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}
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}
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}
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}
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