Use explicit buffer and texture bindings on shaders (#1666)

* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
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gdkchan 2020-11-08 08:10:00 -03:00 committed by GitHub
parent 5561a3b95e
commit 8d168574eb
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20 changed files with 496 additions and 551 deletions

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@ -46,7 +46,7 @@ namespace Ryujinx.Graphics.GAL
void SetIndexBuffer(BufferRange buffer, IndexType type);
void SetImage(int index, ShaderStage stage, ITexture texture, Format imageFormat);
void SetImage(int binding, ITexture texture, Format imageFormat);
void SetLogicOpState(bool enable, LogicalOp op);
@ -64,19 +64,19 @@ namespace Ryujinx.Graphics.GAL
void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask);
void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
void SetSampler(int index, ShaderStage stage, ISampler sampler);
void SetSampler(int binding, ISampler sampler);
void SetScissorEnable(int index, bool enable);
void SetScissor(int index, int x, int y, int width, int height);
void SetStencilTest(StencilTestDescriptor stencilTest);
void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer);
void SetStorageBuffers(ReadOnlySpan<BufferRange> buffers);
void SetTexture(int index, ShaderStage stage, ITexture texture);
void SetTexture(int binding, ITexture texture);
void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers);
void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
void SetUniformBuffers(ReadOnlySpan<BufferRange> buffers);
void SetUserClipDistance(int index, bool enableClip);