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3b46bb73f7
* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address remaining dotnet format analyzer warnings * Address review comments * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Another rebase, another dotnet format run * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Remove a few unused parameters * Replace MmeShadowScratch with Array256<uint> * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Fix and silence a few dotnet-format warnings again * Run dotnet format after rebase * Address IDE0251 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First pass of dotnet format * Add unsafe dotnet format changes * Fix typos * Add trailing commas * Disable formatting for FormatTable * Address review feedback
61 lines
2.5 KiB
C#
61 lines
2.5 KiB
C#
namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// State used by the <see cref="GpuAccessor"/>.
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/// </summary>
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class GpuAccessorState
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{
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/// <summary>
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/// GPU texture pool state.
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/// </summary>
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public readonly GpuChannelPoolState PoolState;
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/// <summary>
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/// GPU compute state, for compute shaders.
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/// </summary>
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public readonly GpuChannelComputeState ComputeState;
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/// <summary>
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/// GPU graphics state, for vertex, tessellation, geometry and fragment shaders.
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/// </summary>
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public readonly GpuChannelGraphicsState GraphicsState;
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/// <summary>
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/// Shader specialization state (shared by all stages).
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/// </summary>
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public readonly ShaderSpecializationState SpecializationState;
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/// <summary>
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/// Transform feedback information, if the shader uses transform feedback. Otherwise, should be null.
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/// </summary>
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public readonly TransformFeedbackDescriptor[] TransformFeedbackDescriptors;
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/// <summary>
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/// Shader resource counts (shared by all stages).
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/// </summary>
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public readonly ResourceCounts ResourceCounts;
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/// <summary>
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/// Creates a new GPU accessor state.
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/// </summary>
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/// <param name="poolState">GPU texture pool state</param>
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/// <param name="computeState">GPU compute state, for compute shaders</param>
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/// <param name="graphicsState">GPU graphics state, for vertex, tessellation, geometry and fragment shaders</param>
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/// <param name="specializationState">Shader specialization state (shared by all stages)</param>
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/// <param name="transformFeedbackDescriptors">Transform feedback information, if the shader uses transform feedback. Otherwise, should be null</param>
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public GpuAccessorState(
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GpuChannelPoolState poolState,
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GpuChannelComputeState computeState,
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GpuChannelGraphicsState graphicsState,
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ShaderSpecializationState specializationState,
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TransformFeedbackDescriptor[] transformFeedbackDescriptors = null)
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{
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PoolState = poolState;
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GraphicsState = graphicsState;
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ComputeState = computeState;
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SpecializationState = specializationState;
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TransformFeedbackDescriptors = transformFeedbackDescriptors;
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ResourceCounts = new ResourceCounts();
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}
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}
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}
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