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* Set gl_Layer on vertex shader if it's set on the geometry shader and it does nothing else * Shader cache version bump * PR feedback * Fix typo
51 lines
1.8 KiB
C#
51 lines
1.8 KiB
C#
using System;
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using System.Collections.ObjectModel;
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namespace Ryujinx.Graphics.Shader
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{
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public class ShaderProgramInfo
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{
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public ReadOnlyCollection<BufferDescriptor> CBuffers { get; }
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public ReadOnlyCollection<BufferDescriptor> SBuffers { get; }
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public ReadOnlyCollection<TextureDescriptor> Textures { get; }
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public ReadOnlyCollection<TextureDescriptor> Images { get; }
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public ShaderIdentification Identification { get; }
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public int GpLayerInputAttribute { get; }
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public ShaderStage Stage { get; }
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public bool UsesInstanceId { get; }
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public bool UsesDrawParameters { get; }
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public bool UsesRtLayer { get; }
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public byte ClipDistancesWritten { get; }
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public int FragmentOutputMap { get; }
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public ShaderProgramInfo(
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BufferDescriptor[] cBuffers,
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BufferDescriptor[] sBuffers,
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TextureDescriptor[] textures,
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TextureDescriptor[] images,
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ShaderIdentification identification,
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int gpLayerInputAttribute,
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ShaderStage stage,
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bool usesInstanceId,
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bool usesDrawParameters,
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bool usesRtLayer,
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byte clipDistancesWritten,
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int fragmentOutputMap)
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{
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CBuffers = Array.AsReadOnly(cBuffers);
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SBuffers = Array.AsReadOnly(sBuffers);
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Textures = Array.AsReadOnly(textures);
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Images = Array.AsReadOnly(images);
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Identification = identification;
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GpLayerInputAttribute = gpLayerInputAttribute;
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Stage = stage;
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UsesInstanceId = usesInstanceId;
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UsesDrawParameters = usesDrawParameters;
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UsesRtLayer = usesRtLayer;
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ClipDistancesWritten = clipDistancesWritten;
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FragmentOutputMap = fragmentOutputMap;
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}
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}
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} |