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* 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
73 lines
2.9 KiB
C#
73 lines
2.9 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture binding information.
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/// This is used for textures that needs to be accessed from shaders.
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/// </summary>
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readonly struct TextureBindingInfo
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{
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/// <summary>
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/// Shader sampler target type.
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/// </summary>
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public Target Target { get; }
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/// <summary>
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/// For images, indicates the format specified on the shader.
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/// </summary>
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public Format Format { get; }
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/// <summary>
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/// Shader texture host binding point.
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/// </summary>
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public int Binding { get; }
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/// <summary>
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/// Constant buffer slot with the texture handle.
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/// </summary>
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public int CbufSlot { get; }
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/// <summary>
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/// Index of the texture handle on the constant buffer at slot <see cref="CbufSlot"/>.
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/// </summary>
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public int Handle { get; }
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/// <summary>
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/// Flags from the texture descriptor that indicate how the texture is used.
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/// </summary>
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public TextureUsageFlags Flags { get; }
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/// <summary>
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/// Constructs the texture binding information structure.
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="format">Format of the image as declared on the shader</param>
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/// <param name="binding">The shader texture binding point</param>
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/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
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/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
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/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
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public TextureBindingInfo(Target target, Format format, int binding, int cbufSlot, int handle, TextureUsageFlags flags)
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{
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Target = target;
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Format = format;
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Binding = binding;
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CbufSlot = cbufSlot;
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Handle = handle;
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Flags = flags;
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}
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/// <summary>
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/// Constructs the texture binding information structure.
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="binding">The shader texture binding point</param>
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/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
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/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
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/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
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public TextureBindingInfo(Target target, int binding, int cbufSlot, int handle, TextureUsageFlags flags) : this(target, (Format)0, binding, cbufSlot, handle, flags)
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{
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}
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}
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} |