mirror of
https://github.com/GreemDev/Ryujinx.git
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1df6c07f78
* Pass MultiRange to BufferManager * Implement support for multi-range buffers using Vulkan sparse mappings * Use multi-range for remaining buffers, delete old methods * Assume that more buffers are contiguous * Dispose multi-range buffers after they are removed from the list * Properly init BufferBounds for constant and storage buffers * Do not try reading zero bytes data from an unmapped address on the shader cache + PR feedback * Fix misaligned sparse buffer offsets * Null check can be simplified * PR feedback
68 lines
2.1 KiB
C#
68 lines
2.1 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Memory.Range;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// A buffer binding to apply to a buffer texture.
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/// </summary>
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readonly struct BufferTextureBinding
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{
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/// <summary>
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/// Shader stage accessing the texture.
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/// </summary>
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public ShaderStage Stage { get; }
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/// <summary>
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/// The buffer texture.
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/// </summary>
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public ITexture Texture { get; }
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/// <summary>
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/// Physical ranges of memory where the buffer texture data is located.
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/// </summary>
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public MultiRange Range { get; }
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/// <summary>
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/// The image or sampler binding info for the buffer texture.
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/// </summary>
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public TextureBindingInfo BindingInfo { get; }
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/// <summary>
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/// The image format for the binding.
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/// </summary>
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public Format Format { get; }
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/// <summary>
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/// Whether the binding is for an image or a sampler.
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/// </summary>
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public bool IsImage { get; }
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/// <summary>
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/// Create a new buffer texture binding.
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/// </summary>
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/// <param name="stage">Shader stage accessing the texture</param>
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/// <param name="texture">Buffer texture</param>
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/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
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/// <param name="bindingInfo">Binding info</param>
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/// <param name="format">Binding format</param>
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/// <param name="isImage">Whether the binding is for an image or a sampler</param>
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public BufferTextureBinding(
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ShaderStage stage,
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ITexture texture,
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MultiRange range,
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TextureBindingInfo bindingInfo,
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Format format,
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bool isImage)
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{
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Stage = stage;
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Texture = texture;
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Range = range;
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BindingInfo = bindingInfo;
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Format = format;
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IsImage = isImage;
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}
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}
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}
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