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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@ -2,7 +2,7 @@ namespace Ryujinx.Graphics.Shader
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{
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public struct TextureDescriptor
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{
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public string Name { get; }
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public int Binding { get; }
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public SamplerType Type { get; }
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@ -17,9 +17,9 @@ namespace Ryujinx.Graphics.Shader
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public TextureUsageFlags Flags { get; set; }
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public TextureDescriptor(string name, SamplerType type, TextureFormat format, int handleIndex)
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public TextureDescriptor(int binding, SamplerType type, TextureFormat format, int handleIndex)
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{
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Name = name;
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Binding = binding;
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Type = type;
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Format = format;
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HandleIndex = handleIndex;
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@ -32,9 +32,9 @@ namespace Ryujinx.Graphics.Shader
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Flags = TextureUsageFlags.None;
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}
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public TextureDescriptor(string name, SamplerType type, int cbufSlot, int cbufOffset)
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public TextureDescriptor(int binding, SamplerType type, int cbufSlot, int cbufOffset)
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{
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Name = name;
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Binding = binding;
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Type = type;
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Format = TextureFormat.Unknown;
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HandleIndex = 0;
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