Address PR feedback
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39 changed files with 285 additions and 228 deletions
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@ -48,7 +48,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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ShaderCache = new ShaderCache(_context);
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_currentProgramInfo = new ShaderProgramInfo[Constants.TotalShaderStages];
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_currentProgramInfo = new ShaderProgramInfo[Constants.ShaderStages];
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BufferManager = new BufferManager(context);
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TextureManager = new TextureManager(context);
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@ -201,7 +201,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <summary>
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/// Ensures that the bindings are visible to the host GPU.
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/// This actually performs the binding using the host graphics API.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
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private void CommitBindings()
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{
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@ -622,7 +622,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <summary>
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/// Updates host render target color masks, based on guest GPU state.
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/// This defines with color channels are written to each color buffer.
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/// This defines which color channels are written to each color buffer.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateRtColorMask(GpuState state)
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@ -739,7 +739,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_vsUsesInstanceId = gs.Shaders[0].Program.Info.UsesInstanceId;
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for (int stage = 0; stage < Constants.TotalShaderStages; stage++)
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for (int stage = 0; stage < Constants.ShaderStages; stage++)
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{
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ShaderProgramInfo info = gs.Shaders[stage].Program?.Info;
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@ -845,7 +845,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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return Target.CubemapArray;
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}
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// TODO: Warning.
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Logger.PrintWarning(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
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return Target.Texture2D;
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}
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@ -855,8 +855,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// This waits until previous texture writes from the GPU to finish, before
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/// performing new operations with said textures.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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/// <param name="state">Current GPU state (unused)</param>
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/// <param name="argument">Method call argument (unused)</param>
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private void TextureBarrier(GpuState state, int argument)
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{
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_context.Renderer.Pipeline.TextureBarrier();
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@ -865,8 +865,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <summary>
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/// Invalidates all modified textures on the cache.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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/// <param name="state">Current GPU state (unused)</param>
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/// <param name="argument">Method call argument (unused)</param>
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private void InvalidateTextures(GpuState state, int argument)
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{
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TextureManager.Flush();
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@ -880,8 +880,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// and current access has the same access patterns.
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/// This may be faster than the regular barrier on tile-based rasterizers.
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/// </summary>
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/// <param name="state"></param>
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/// <param name="argument"></param>
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/// <param name="state">Current GPU state (unused)</param>
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/// <param name="argument">Method call argument (unused)</param>
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private void TextureBarrierTiled(GpuState state, int argument)
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{
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_context.Renderer.Pipeline.TextureBarrierTiled();
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