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