using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Shader; namespace Ryujinx.Graphics.Gpu.Image { /// <summary> /// Texture binding information. /// This is used for textures that needs to be accessed from shaders. /// </summary> struct TextureBindingInfo { /// <summary> /// Shader sampler target type. /// </summary> public Target Target { get; } /// <summary> /// Shader texture handle. /// This is an index into the texture constant buffer. /// </summary> public int Handle { get; } /// <summary> /// Indicates if the texture is a bindless texture. /// </summary> /// <remarks> /// For those textures, Handle is ignored. /// </remarks> public bool IsBindless { get; } /// <summary> /// Constant buffer slot with the bindless texture handle, for bindless texture. /// </summary> public int CbufSlot { get; } /// <summary> /// Constant buffer offset of the bindless texture handle, for bindless texture. /// </summary> public int CbufOffset { get; } /// <summary> /// Flags from the texture descriptor that indicate how the texture is used. /// </summary> public TextureUsageFlags Flags { get; } /// <summary> /// Constructs the texture binding information structure. /// </summary> /// <param name="target">The shader sampler target type</param> /// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param> /// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param> public TextureBindingInfo(Target target, int handle, TextureUsageFlags flags) { Target = target; Handle = handle; IsBindless = false; CbufSlot = 0; CbufOffset = 0; Flags = flags; } /// <summary> /// Constructs the bindless texture binding information structure. /// </summary> /// <param name="target">The shader sampler target type</param> /// <param name="cbufSlot">Constant buffer slot where the bindless texture handle is located</param> /// <param name="cbufOffset">Constant buffer offset of the bindless texture handle</param> /// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param> public TextureBindingInfo(Target target, int cbufSlot, int cbufOffset, TextureUsageFlags flags) { Target = target; Handle = 0; IsBindless = true; CbufSlot = cbufSlot; CbufOffset = cbufOffset; Flags = flags; } } }