using Ryujinx.Graphics.Gpu.State;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
/// <summary>
/// Updates the uniform buffer data with inline data.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">New uniform buffer data word</param>
private void UniformBufferUpdate(GpuState state, int argument)
var uniformBuffer = state.Get<UniformBufferState>(MethodOffset.UniformBufferState);
_context.MemoryManager.Write(uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset, argument);
state.SetUniformBufferOffset(uniformBuffer.Offset + 4);
_context.AdvanceSequence();
}
/// <param name="data">Data to be written to the uniform buffer</param>
public void UniformBufferUpdate(GpuState state, ReadOnlySpan<int> data)
_context.MemoryManager.Write(uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset, MemoryMarshal.Cast<int, byte>(data));
state.SetUniformBufferOffset(uniformBuffer.Offset + data.Length * 4);