* dotnet format style --severity info Some changes were manually reverted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Silence dotnet format IDE0059 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address review comments * Fix formatting for switch expressions * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Fix naming rule violation, Convert shader properties to auto-property and convert values to const * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Run dotnet format after rebase * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Run dotnet format after rebase * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First dotnet format pass * Fix naming rule violations * Add trailing commas * Remove unused members and most unnecessary value assignments * Remove more unnecessary assignments * Remove NRE suppressor
22 lines
820 B
C#
22 lines
820 B
C#
using System;
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using static Spv.Specification;
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namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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static class EnumConversion
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{
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public static ExecutionModel Convert(this ShaderStage stage)
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{
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return stage switch
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{
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ShaderStage.Compute => ExecutionModel.GLCompute,
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ShaderStage.Vertex => ExecutionModel.Vertex,
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ShaderStage.TessellationControl => ExecutionModel.TessellationControl,
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ShaderStage.TessellationEvaluation => ExecutionModel.TessellationEvaluation,
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ShaderStage.Geometry => ExecutionModel.Geometry,
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ShaderStage.Fragment => ExecutionModel.Fragment,
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_ => throw new ArgumentException($"Invalid shader stage \"{stage}\"."),
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};
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}
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}
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}
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