using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// A buffer binding to apply to a buffer texture.
/// </summary>
readonly struct BufferTextureBinding
/// Shader stage accessing the texture.
public ShaderStage Stage { get; }
/// The buffer texture.
public ITexture Texture { get; }
/// The base address of the buffer binding.
public ulong Address { get; }
/// The size of the buffer binding in bytes.
public ulong Size { get; }
/// The image or sampler binding info for the buffer texture.
public TextureBindingInfo BindingInfo { get; }
/// The image format for the binding.
public Format Format { get; }
/// Whether the binding is for an image or a sampler.
public bool IsImage { get; }
/// Create a new buffer texture binding.
/// <param name="stage">Shader stage accessing the texture</param>
/// <param name="texture">Buffer texture</param>
/// <param name="address">Base address</param>
/// <param name="size">Size in bytes</param>
/// <param name="bindingInfo">Binding info</param>
/// <param name="format">Binding format</param>
/// <param name="isImage">Whether the binding is for an image or a sampler</param>
public BufferTextureBinding(
ShaderStage stage,
ITexture texture,
ulong address,
ulong size,
TextureBindingInfo bindingInfo,
Format format,
bool isImage)
Stage = stage;
Texture = texture;
Address = address;
Size = size;
BindingInfo = bindingInfo;
Format = format;
IsImage = isImage;
}