RyuKen/Ryujinx.Graphics.Shader/TextureDescriptor.cs
gdkchan 8d168574eb
Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
2020-11-08 12:10:00 +01:00

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1.3 KiB
C#

namespace Ryujinx.Graphics.Shader
{
public struct TextureDescriptor
{
public int Binding { get; }
public SamplerType Type { get; }
public TextureFormat Format { get; }
public int HandleIndex { get; }
public bool IsBindless { get; }
public int CbufSlot { get; }
public int CbufOffset { get; }
public TextureUsageFlags Flags { get; set; }
public TextureDescriptor(int binding, SamplerType type, TextureFormat format, int handleIndex)
{
Binding = binding;
Type = type;
Format = format;
HandleIndex = handleIndex;
IsBindless = false;
CbufSlot = 0;
CbufOffset = 0;
Flags = TextureUsageFlags.None;
}
public TextureDescriptor(int binding, SamplerType type, int cbufSlot, int cbufOffset)
{
Binding = binding;
Type = type;
Format = TextureFormat.Unknown;
HandleIndex = 0;
IsBindless = true;
CbufSlot = cbufSlot;
CbufOffset = cbufOffset;
Flags = TextureUsageFlags.None;
}
public TextureDescriptor SetFlag(TextureUsageFlags flag)
{
Flags |= flag;
return this;
}
}
}