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8d168574eb
* Use explicit buffer and texture bindings on shaders * More XML docs and other nits
57 lines
No EOL
1.3 KiB
C#
57 lines
No EOL
1.3 KiB
C#
namespace Ryujinx.Graphics.Shader
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{
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public struct TextureDescriptor
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{
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public int Binding { get; }
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public SamplerType Type { get; }
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public TextureFormat Format { get; }
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public int HandleIndex { get; }
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public bool IsBindless { get; }
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public int CbufSlot { get; }
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public int CbufOffset { get; }
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public TextureUsageFlags Flags { get; set; }
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public TextureDescriptor(int binding, SamplerType type, TextureFormat format, int handleIndex)
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{
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Binding = binding;
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Type = type;
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Format = format;
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HandleIndex = handleIndex;
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IsBindless = false;
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CbufSlot = 0;
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CbufOffset = 0;
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Flags = TextureUsageFlags.None;
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}
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public TextureDescriptor(int binding, SamplerType type, int cbufSlot, int cbufOffset)
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{
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Binding = binding;
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Type = type;
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Format = TextureFormat.Unknown;
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HandleIndex = 0;
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IsBindless = true;
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CbufSlot = cbufSlot;
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CbufOffset = cbufOffset;
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Flags = TextureUsageFlags.None;
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}
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public TextureDescriptor SetFlag(TextureUsageFlags flag)
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{
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Flags |= flag;
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return this;
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}
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}
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} |