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Ryujinx/Ryujinx.Graphics.Gpu/Memory/BufferTextureBinding.cs
Andrey Sukharev 4da44e09cb
Make structs readonly when applicable (#4002)
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies

* Make structs with trivial boilerplate equality code record structs

* Remove unnecessary readonly modifiers from TextureCreateInfo

* Make BitMap structs readonly too
2022-12-05 14:47:39 +01:00

75 lines
2.2 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// A buffer binding to apply to a buffer texture.
/// </summary>
readonly struct BufferTextureBinding
{
/// <summary>
/// Shader stage accessing the texture.
/// </summary>
public ShaderStage Stage { get; }
/// <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="stage">Shader stage accessing the texture</param>
/// <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(
ShaderStage stage,
ITexture texture,
ulong address,
ulong size,
TextureBindingInfo bindingInfo,
Format format,
bool isImage)
{
Stage = stage;
Texture = texture;
Address = address;
Size = size;
BindingInfo = bindingInfo;
Format = format;
IsImage = isImage;
}
}
}