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Reformat all the things. Have fun with merge conflicts.
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@ -6,35 +6,33 @@
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namespace DX12
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{
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class StaticShaderCache final
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{
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public:
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static void Init();
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static void InvalidateMSAAShaders();
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static void Shutdown();
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static void Init();
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static void InvalidateMSAAShaders();
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static void Shutdown();
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// Pixel shaders
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static D3D12_SHADER_BYTECODE GetColorMatrixPixelShader(bool multisampled);
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static D3D12_SHADER_BYTECODE GetColorCopyPixelShader(bool multisampled);
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static D3D12_SHADER_BYTECODE GetDepthMatrixPixelShader(bool multisampled);
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static D3D12_SHADER_BYTECODE GetDepthResolveToColorPixelShader();
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static D3D12_SHADER_BYTECODE GetClearPixelShader();
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static D3D12_SHADER_BYTECODE GetAnaglyphPixelShader();
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static D3D12_SHADER_BYTECODE GetReinterpRGBA6ToRGB8PixelShader(bool multisampled);
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static D3D12_SHADER_BYTECODE GetReinterpRGB8ToRGBA6PixelShader(bool multisampled);
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static D3D12_SHADER_BYTECODE GetXFBEncodePixelShader();
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static D3D12_SHADER_BYTECODE GetXFBDecodePixelShader();
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// Pixel shaders
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static D3D12_SHADER_BYTECODE GetColorMatrixPixelShader(bool multisampled);
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static D3D12_SHADER_BYTECODE GetColorCopyPixelShader(bool multisampled);
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static D3D12_SHADER_BYTECODE GetDepthMatrixPixelShader(bool multisampled);
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static D3D12_SHADER_BYTECODE GetDepthResolveToColorPixelShader();
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static D3D12_SHADER_BYTECODE GetClearPixelShader();
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static D3D12_SHADER_BYTECODE GetAnaglyphPixelShader();
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static D3D12_SHADER_BYTECODE GetReinterpRGBA6ToRGB8PixelShader(bool multisampled);
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static D3D12_SHADER_BYTECODE GetReinterpRGB8ToRGBA6PixelShader(bool multisampled);
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static D3D12_SHADER_BYTECODE GetXFBEncodePixelShader();
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static D3D12_SHADER_BYTECODE GetXFBDecodePixelShader();
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// Vertex shaders
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static D3D12_SHADER_BYTECODE GetSimpleVertexShader();
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static D3D12_SHADER_BYTECODE GetClearVertexShader();
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static D3D12_INPUT_LAYOUT_DESC GetSimpleVertexShaderInputLayout();
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static D3D12_INPUT_LAYOUT_DESC GetClearVertexShaderInputLayout();
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// Vertex shaders
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static D3D12_SHADER_BYTECODE GetSimpleVertexShader();
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static D3D12_SHADER_BYTECODE GetClearVertexShader();
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static D3D12_INPUT_LAYOUT_DESC GetSimpleVertexShaderInputLayout();
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static D3D12_INPUT_LAYOUT_DESC GetClearVertexShaderInputLayout();
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// Geometry shaders
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static D3D12_SHADER_BYTECODE GetClearGeometryShader();
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static D3D12_SHADER_BYTECODE GetCopyGeometryShader();
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// Geometry shaders
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static D3D12_SHADER_BYTECODE GetClearGeometryShader();
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static D3D12_SHADER_BYTECODE GetCopyGeometryShader();
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};
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}
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