Add XML documentation to Ryujinx.Graphics.Gpu.Shader
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9 changed files with 197 additions and 11 deletions
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@ -44,7 +44,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="pa">CPU virtual address to map into</param>
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/// <param name="va">GPU virtual address to be mapped</param>
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/// <param name="size">Size in bytes of the mapping</param>
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/// <returns>The GPU virtual address of the mapping</returns>
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/// <returns>GPU virtual address of the mapping</returns>
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public ulong Map(ulong pa, ulong va, ulong size)
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{
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lock (_pageTable)
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@ -117,7 +117,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// Reserves memory at a fixed GPU memory location.
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/// This prevents the reserved region from being used for memory allocation for map.
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/// </summary>
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/// <param name="va">CPU virtual address to reserve</param>
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/// <param name="va">GPU virtual address to reserve</param>
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/// <param name="size">Reservation size in bytes</param>
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/// <returns>GPU virtual address of the reservation, or an all ones mask in case of failure</returns>
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public ulong ReserveFixed(ulong va, ulong size)
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@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <summary>
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/// Represents physical memory, accessible from the GPU.
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/// This is actually working CPU virtual addresses, of memory mapped on the game process.
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/// This is actually working CPU virtual addresses, of memory mapped on the application process.
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/// </summary>
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class PhysicalMemory
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{
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@ -4,7 +4,7 @@ using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// Lists of GPU resources with data on guest memory.
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/// List of GPU resources with data on guest memory.
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/// </summary>
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/// <typeparam name="T">Type of the GPU resource</typeparam>
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class RangeList<T> where T : IRange<T>
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