Initial work
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46
Ryujinx.Graphics.Shader/Translation/AttributeConsts.cs
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46
Ryujinx.Graphics.Shader/Translation/AttributeConsts.cs
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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 Layer = 0x064;
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public const int PointSize = 0x06c;
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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 PositionZ = 0x078;
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public const int PositionW = 0x07c;
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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 PointCoordX = 0x2e0;
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public const int PointCoordY = 0x2e4;
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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 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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// Note: Those attributes are used internally by the translator
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// only, they don't exist on Maxwell.
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public const int FragmentOutputDepth = 0x1000000;
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public const int FragmentOutputColorBase = 0x1000010;
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public const int FragmentOutputColorEnd = FragmentOutputColorBase + 8 * 16;
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public const int ThreadIdX = 0x2000000;
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public const int ThreadIdY = 0x2000004;
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public const int ThreadIdZ = 0x2000008;
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public const int CtaIdX = 0x2000010;
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public const int CtaIdY = 0x2000014;
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public const int CtaIdZ = 0x2000018;
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}
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}
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