using Ryujinx.Graphics.Shader.Translation;
using System;
namespace Ryujinx.Graphics.Shader
{
[Flags]
public enum SamplerType
None = 0,
Texture1D,
TextureBuffer,
Texture2D,
Texture3D,
TextureCube,
Mask = 0xff,
Array = 1 << 8,
Indexed = 1 << 9,
Multisample = 1 << 10,
Shadow = 1 << 11
}
static class SamplerTypeExtensions
public static int GetDimensions(this SamplerType type)
return (type & SamplerType.Mask) switch
SamplerType.Texture1D => 1,
SamplerType.TextureBuffer => 1,
SamplerType.Texture2D => 2,
SamplerType.Texture3D => 3,
SamplerType.TextureCube => 3,
_ => throw new ArgumentException($"Invalid sampler type \"{type}\".")
};
public static string ToGlslSamplerType(this SamplerType type)
string typeName = (type & SamplerType.Mask) switch
SamplerType.Texture1D => "sampler1D",
SamplerType.TextureBuffer => "samplerBuffer",
SamplerType.Texture2D => "sampler2D",
SamplerType.Texture3D => "sampler3D",
SamplerType.TextureCube => "samplerCube",
if ((type & SamplerType.Multisample) != 0)
typeName += "MS";
if ((type & SamplerType.Array) != 0)
typeName += "Array";
if ((type & SamplerType.Shadow) != 0)
typeName += "Shadow";
return typeName;
public static string ToGlslImageType(this SamplerType type, AggregateType componentType)
SamplerType.Texture1D => "image1D",
SamplerType.TextureBuffer => "imageBuffer",
SamplerType.Texture2D => "image2D",
SamplerType.Texture3D => "image3D",
SamplerType.TextureCube => "imageCube",
switch (componentType)
case AggregateType.U32: typeName = 'u' + typeName; break;
case AggregateType.S32: typeName = 'i' + typeName; break;