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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20 changed files with 496 additions and 551 deletions
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@ -46,7 +46,7 @@ namespace Ryujinx.Graphics.GAL
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void SetIndexBuffer(BufferRange buffer, IndexType type);
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void SetImage(int index, ShaderStage stage, ITexture texture, Format imageFormat);
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void SetImage(int binding, ITexture texture, Format imageFormat);
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void SetLogicOpState(bool enable, LogicalOp op);
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@ -64,19 +64,19 @@ namespace Ryujinx.Graphics.GAL
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void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask);
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void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
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void SetSampler(int index, ShaderStage stage, ISampler sampler);
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void SetSampler(int binding, ISampler sampler);
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void SetScissorEnable(int index, bool enable);
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void SetScissor(int index, int x, int y, int width, int height);
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void SetStencilTest(StencilTestDescriptor stencilTest);
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void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer);
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void SetStorageBuffers(ReadOnlySpan<BufferRange> buffers);
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void SetTexture(int index, ShaderStage stage, ITexture texture);
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void SetTexture(int binding, ITexture texture);
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void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers);
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void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
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void SetUniformBuffers(ReadOnlySpan<BufferRange> buffers);
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void SetUserClipDistance(int index, bool enableClip);
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