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- using Ryujinx.Graphics.Shader;
- namespace Ryujinx.Graphics.Gpu.Shader
- {
- /// <summary>
- /// Paths where shader code was dumped on disk.
- /// </summary>
- readonly struct ShaderDumpPaths
- {
- /// <summary>
- /// Path where the full shader code with header was dumped, or null if not dumped.
- /// </summary>
- public string FullPath { get; }
- /// <summary>
- /// Path where the shader code without header was dumped, or null if not dumped.
- /// </summary>
- public string CodePath { get; }
- /// <summary>
- /// True if the shader was dumped, false otherwise.
- /// </summary>
- public bool HasPath => FullPath != null && CodePath != null;
- /// <summary>
- /// Creates a new shader dumps path structure.
- /// </summary>
- /// <param name="fullPath">Path where the full shader code with header was dumped, or null if not dumped</param>
- /// <param name="codePath">Path where the shader code without header was dumped, or null if not dumped</param>
- public ShaderDumpPaths(string fullPath, string codePath)
- {
- FullPath = fullPath;
- CodePath = codePath;
- }
- /// <summary>
- /// Prepends the shader paths on the program source, as a comment.
- /// </summary>
- /// <param name="program">Program to prepend into</param>
- public void Prepend(ShaderProgram program)
- {
- if (HasPath)
- {
- program.Prepend("// " + CodePath);
- program.Prepend("// " + FullPath);
- }
- }
- }
- }
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