JinxRyu/Ryujinx.Graphics.Gpu/Shader/GpuAccessorState.cs
gdkchan 8b44eb1c98
Separate GPU engines and make state follow official docs (part 1/2) (#2422)
* Use DeviceState for compute and i2m

* Migrate 2D class, more comments

* Migrate DMA copy engine

* Remove now unused code

* Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState

* More comments

* Add logging (disabled)

* Add back i2m on 3D engine
2021-07-07 20:56:06 -03:00

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1.5 KiB
C#

namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// State used by the <see cref="GpuAccessor"/>.
/// </summary>
struct GpuAccessorState
{
/// <summary>
/// GPU virtual address of the texture pool.
/// </summary>
public ulong TexturePoolGpuVa { get; }
/// <summary>
/// Maximum ID of the texture pool.
/// </summary>
public int TexturePoolMaximumId { get; }
/// <summary>
/// Constant buffer slot where the texture handles are located.
/// </summary>
public int TextureBufferIndex { get; }
/// <summary>
/// Early Z force enable.
/// </summary>
public bool EarlyZForce { get; }
/// <summary>
/// Creates a new instance of the GPU accessor state.
/// </summary>
/// <param name="texturePoolGpuVa">GPU virtual address of the texture pool</param>
/// <param name="texturePoolMaximumId">Maximum ID of the texture pool</param>
/// <param name="textureBufferIndex">Constant buffer slot where the texture handles are located</param>
/// <param name="earlyZForce">Early Z force enable</param>
public GpuAccessorState(ulong texturePoolGpuVa, int texturePoolMaximumId, int textureBufferIndex, bool earlyZForce)
{
TexturePoolGpuVa = texturePoolGpuVa;
TexturePoolMaximumId = texturePoolMaximumId;
TextureBufferIndex = textureBufferIndex;
EarlyZForce = earlyZForce;
}
}
}