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* Introduce new IGALCommand<T> interface and use it * Remove use of reflection on GAL multithreading * Unmanaged constraint
29 lines
1.1 KiB
C#
29 lines
1.1 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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struct SetTextureAndSamplerCommand : IGALCommand, IGALCommand<SetTextureAndSamplerCommand>
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{
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public CommandType CommandType => CommandType.SetTextureAndSampler;
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private ShaderStage _stage;
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private int _binding;
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private TableRef<ITexture> _texture;
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private TableRef<ISampler> _sampler;
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public void Set(ShaderStage stage, int binding, TableRef<ITexture> texture, TableRef<ISampler> sampler)
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{
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_stage = stage;
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_binding = binding;
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_texture = texture;
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_sampler = sampler;
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}
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public static void Run(ref SetTextureAndSamplerCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.SetTextureAndSampler(command._stage, command._binding, command._texture.GetAs<ThreadedTexture>(threaded)?.Base, command._sampler.GetAs<ThreadedSampler>(threaded)?.Base);
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}
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}
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}
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