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Ryujinx/Ryujinx.Graphics.Gpu/Memory/BufferTextureBinding.cs

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// A buffer binding to apply to a buffer texture.
/// </summary>
struct BufferTextureBinding
{
/// <summary>
/// The buffer texture.
/// </summary>
public ITexture Texture { get; }
/// <summary>
/// The base address of the buffer binding.
/// </summary>
public ulong Address { get; }
/// <summary>
/// The size of the buffer binding in bytes.
/// </summary>
public ulong Size { get; }
/// <summary>
/// The image or sampler binding info for the buffer texture.
/// </summary>
public TextureBindingInfo BindingInfo { get; }
/// <summary>
/// The image format for the binding.
/// </summary>
public Format Format { get; }
/// <summary>
/// Whether the binding is for an image or a sampler.
/// </summary>
public bool IsImage { get; }
/// <summary>
/// Create a new buffer texture binding.
/// </summary>
/// <param name="texture">Buffer texture</param>
/// <param name="address">Base address</param>
/// <param name="size">Size in bytes</param>
/// <param name="bindingInfo">Binding info</param>
/// <param name="format">Binding format</param>
/// <param name="isImage">Whether the binding is for an image or a sampler</param>
public BufferTextureBinding(ITexture texture, ulong address, ulong size, TextureBindingInfo bindingInfo, Format format, bool isImage)
{
Texture = texture;
Address = address;
Size = size;
BindingInfo = bindingInfo;
Format = format;
IsImage = isImage;
}
}
}