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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@ -20,11 +20,13 @@ namespace Ryujinx.Graphics.Shader.Translation
public TranslationFlags Flags { get; }
public TranslationCounts Counts { get; }
public int Size { get; private set; }
public FeatureFlags UsedFeatures { get; private set; }
public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags)
public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
{
Stage = ShaderStage.Compute;
OutputTopology = OutputTopology.PointList;
@ -38,9 +40,10 @@ namespace Ryujinx.Graphics.Shader.Translation
Flags = flags;
Size = 0;
UsedFeatures = FeatureFlags.None;
Counts = counts;
}
public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags)
public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
{
Stage = header.Stage;
OutputTopology = header.OutputTopology;
@ -54,6 +57,7 @@ namespace Ryujinx.Graphics.Shader.Translation
Flags = flags;
Size = 0;
UsedFeatures = FeatureFlags.None;
Counts = counts;
}
public int GetDepthRegister()