Metal: Better Bindings (#29)
* Tell GAL to use Vk model (and break everything) * ResourceBindingSegments * Set information on backend caps * Get ready to break everything * Refactor EncoderStateManager * Remove padding from helper shaders * Fix ref array sizes * Seperate vert & frag buffers * Shader-side changes * Fixes * Fix some helper shader resource layouts * Sort by binding id * Fix helper shader layouts * Don’t do inline vertex buffer updates * Check for null storage
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src/Ryujinx.Graphics.Metal/ResourceBindingSegment.cs
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src/Ryujinx.Graphics.Metal/ResourceBindingSegment.cs
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Metal
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{
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readonly struct ResourceBindingSegment
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{
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public readonly int Binding;
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public readonly int Count;
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public readonly ResourceType Type;
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public readonly ResourceStages Stages;
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public readonly bool IsArray;
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public ResourceBindingSegment(int binding, int count, ResourceType type, ResourceStages stages, bool isArray)
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{
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Binding = binding;
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Count = count;
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Type = type;
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Stages = stages;
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IsArray = isArray;
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}
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}
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}
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