1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-12-02 21:02:01 +00:00
Ryujinx/Ryujinx.Graphics.Gpu/Image/TextureBindingInfo.cs

73 lines
2.9 KiB
C#
Raw Normal View History

2019-12-29 17:41:50 +00:00
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
2019-10-13 07:02:07 +01:00
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture binding information.
/// This is used for textures that needs to be accessed from shaders.
/// </summary>
2019-10-13 07:02:07 +01:00
struct TextureBindingInfo
{
/// <summary>
/// Shader sampler target type.
/// </summary>
2019-10-13 07:02:07 +01:00
public Target Target { get; }
/// <summary>
/// For images, indicates the format specified on the shader.
/// </summary>
public Format Format { get; }
/// <summary>
/// Shader texture host binding point.
/// </summary>
public int Binding { get; }
/// <summary>
/// Constant buffer slot with the texture handle.
/// </summary>
public int CbufSlot { get; }
/// <summary>
/// Index of the texture handle on the constant buffer at slot <see cref="CbufSlot"/>.
/// </summary>
public int Handle { 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="format">Format of the image as declared on the shader</param>
/// <param name="binding">The shader texture binding point</param>
/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</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, Format format, int binding, int cbufSlot, int handle, TextureUsageFlags flags)
2019-10-13 07:02:07 +01:00
{
Target = target;
Format = format;
Binding = binding;
CbufSlot = cbufSlot;
Handle = handle;
Flags = flags;
}
/// <summary>
/// Constructs the texture binding information structure.
/// </summary>
/// <param name="target">The shader sampler target type</param>
/// <param name="binding">The shader texture binding point</param>
/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</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 binding, int cbufSlot, int handle, TextureUsageFlags flags) : this(target, (Format)0, binding, cbufSlot, handle, flags)
{
}
2019-10-13 07:02:07 +01:00
}
}