forked from Mirror/Ryujinx
934a78005e
* Simplify logic for bindless texture handling * Nits
51 lines
No EOL
1.4 KiB
C#
51 lines
No EOL
1.4 KiB
C#
namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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{
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class TextureOperation : Operation
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{
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private const int DefaultCbufSlot = -1;
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public SamplerType Type { get; private set; }
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public TextureFlags Flags { get; private set; }
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public int CbufSlot { get; private set; }
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public int Handle { get; private set; }
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public TextureFormat Format { get; set; }
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public TextureOperation(
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Instruction inst,
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SamplerType type,
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TextureFlags flags,
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int handle,
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int compIndex,
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Operand dest,
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params Operand[] sources) : base(inst, compIndex, dest, sources)
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{
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Type = type;
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Flags = flags;
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CbufSlot = DefaultCbufSlot;
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Handle = handle;
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}
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public void TurnIntoIndexed(int handle)
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{
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Type |= SamplerType.Indexed;
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Flags &= ~TextureFlags.Bindless;
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Handle = handle;
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}
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public void SetHandle(int handle, int cbufSlot = DefaultCbufSlot)
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{
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if ((Flags & TextureFlags.Bindless) != 0)
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{
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Flags &= ~TextureFlags.Bindless;
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RemoveSource(0);
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}
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CbufSlot = cbufSlot;
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Handle = handle;
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}
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}
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} |