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* Extent bindless elimination to work with masked handles * Extend bindless elimination to catch shifted pattern, refactor handle packing/unpacking
55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Shader
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{
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public enum TextureHandleType
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{
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CombinedSampler = 0, // Must be 0.
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SeparateSamplerHandle = 1,
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SeparateSamplerId = 2
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}
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public static class TextureHandle
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int PackSlots(int cbufSlot0, int cbufSlot1)
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{
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return cbufSlot0 | ((cbufSlot1 + 1) << 16);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static (int, int) UnpackSlots(int slots, int defaultTextureBufferIndex)
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{
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int textureBufferIndex;
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int samplerBufferIndex;
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if (slots < 0)
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{
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textureBufferIndex = defaultTextureBufferIndex;
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samplerBufferIndex = textureBufferIndex;
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}
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else
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{
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uint high = (uint)slots >> 16;
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textureBufferIndex = (ushort)slots;
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samplerBufferIndex = high != 0 ? (int)high - 1 : textureBufferIndex;
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}
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return (textureBufferIndex, samplerBufferIndex);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int PackOffsets(int cbufOffset0, int cbufOffset1, TextureHandleType type)
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{
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return cbufOffset0 | (cbufOffset1 << 14) | ((int)type << 28);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static (int, int, TextureHandleType) UnpackOffsets(int handle)
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{
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return (handle & 0x3fff, (handle >> 14) & 0x3fff, (TextureHandleType)((uint)handle >> 28));
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}
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}
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}
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