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

* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
This commit is contained in:
gdkchan 2020-11-08 08:10:00 -03:00 committed by GitHub
parent 5561a3b95e
commit 8d168574eb
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
20 changed files with 496 additions and 551 deletions

View file

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