Ryujinx/Ryujinx.Graphics.Gpu/Image/TextureBindingInfo.cs
gdkchan 8d168574eb
Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
2020-11-08 12:10:00 +01:00

113 lines
4.1 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture binding information.
/// This is used for textures that needs to be accessed from shaders.
/// </summary>
struct TextureBindingInfo
{
/// <summary>
/// Shader sampler target type.
/// </summary>
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>
/// Shader texture handle.
/// This is an index into the texture constant buffer.
/// </summary>
public int Handle { get; }
/// <summary>
/// Indicates if the texture is a bindless texture.
/// </summary>
/// <remarks>
/// For those textures, Handle is ignored.
/// </remarks>
public bool IsBindless { get; }
/// <summary>
/// Constant buffer slot with the bindless texture handle, for bindless texture.
/// </summary>
public int CbufSlot { get; }
/// <summary>
/// Constant buffer offset of the bindless texture handle, for bindless texture.
/// </summary>
public int CbufOffset { 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="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 handle, TextureUsageFlags flags)
{
Target = target;
Format = format;
Binding = binding;
Handle = handle;
IsBindless = false;
CbufSlot = 0;
CbufOffset = 0;
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="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 handle, TextureUsageFlags flags) : this(target, (Format)0, binding, handle, flags)
{
}
/// <summary>
/// Constructs the bindless 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 bindless texture handle is located</param>
/// <param name="cbufOffset">Constant buffer offset of the bindless texture handle</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 cbufOffset, TextureUsageFlags flags)
{
Target = target;
Format = 0;
Binding = binding;
Handle = 0;
IsBindless = true;
CbufSlot = cbufSlot;
CbufOffset = cbufOffset;
Flags = flags;
}
}
}