using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Shader; namespace Ryujinx.Graphics.Gpu.Image { /// <summary> /// Texture binding information. /// This is used for textures that needs to be accessed from shaders. /// </summary> struct TextureBindingInfo { /// <summary> /// Shader sampler target type. /// </summary> public Target Target { get; } /// <summary> /// For images, indicates the format specified on the shader. /// </summary> public Format Format { get; } /// <summary> /// Shader texture host binding point. /// </summary> public int Binding { get; } /// <summary> /// Constant buffer slot with the texture handle. /// </summary> public int CbufSlot { get; } /// <summary> /// Index of the texture handle on the constant buffer at slot <see cref="CbufSlot"/>. /// </summary> public int Handle { get; } /// <summary> /// Flags from the texture descriptor that indicate how the texture is used. /// </summary> public TextureUsageFlags Flags { get; } /// <summary> /// Constructs the texture binding information structure. /// </summary> /// <param name="target">The shader sampler target type</param> /// <param name="format">Format of the image as declared on the shader</param> /// <param name="binding">The shader texture binding point</param> /// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param> /// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param> /// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param> public TextureBindingInfo(Target target, Format format, int binding, int cbufSlot, int handle, TextureUsageFlags flags) { Target = target; Format = format; Binding = binding; CbufSlot = cbufSlot; Handle = handle; Flags = flags; } /// <summary> /// Constructs the texture binding information structure. /// </summary> /// <param name="target">The shader sampler target type</param> /// <param name="binding">The shader texture binding point</param> /// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param> /// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param> /// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param> public TextureBindingInfo(Target target, int binding, int cbufSlot, int handle, TextureUsageFlags flags) : this(target, (Format)0, binding, cbufSlot, handle, flags) { } } }