9f12e50a54
* 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
36 lines
No EOL
1.5 KiB
C#
36 lines
No EOL
1.5 KiB
C#
namespace Ryujinx.Graphics.Shader.Translation
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{
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static class AttributeConsts
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{
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public const int PrimitiveId = 0x060;
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public const int Layer = 0x064;
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public const int PositionX = 0x070;
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public const int PositionY = 0x074;
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public const int FrontColorDiffuseR = 0x280;
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public const int BackColorDiffuseR = 0x2a0;
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public const int ClipDistance0 = 0x2c0;
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public const int ClipDistance1 = 0x2c4;
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public const int ClipDistance2 = 0x2c8;
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public const int ClipDistance3 = 0x2cc;
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public const int ClipDistance4 = 0x2d0;
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public const int ClipDistance5 = 0x2d4;
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public const int ClipDistance6 = 0x2d8;
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public const int ClipDistance7 = 0x2dc;
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public const int FogCoord = 0x2e8;
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public const int TessCoordX = 0x2f0;
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public const int TessCoordY = 0x2f4;
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public const int InstanceId = 0x2f8;
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public const int VertexId = 0x2fc;
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public const int TexCoordCount = 10;
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public const int TexCoordBase = 0x300;
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public const int TexCoordEnd = TexCoordBase + TexCoordCount * 16;
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public const int FrontFacing = 0x3fc;
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public const int UserAttributesCount = 32;
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public const int UserAttributeBase = 0x80;
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public const int UserAttributeEnd = UserAttributeBase + UserAttributesCount * 16;
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public const int UserAttributePerPatchBase = 0x18;
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public const int UserAttributePerPatchEnd = 0x200;
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}
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} |