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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
50 lines
1.8 KiB
C#
50 lines
1.8 KiB
C#
using System;
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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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readonly struct GpuChannelPoolState : IEquatable<GpuChannelPoolState>
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{
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/// <summary>
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/// GPU virtual address of the texture pool.
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/// </summary>
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public readonly ulong TexturePoolGpuVa;
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/// <summary>
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/// Maximum ID of the texture pool.
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/// </summary>
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public readonly int TexturePoolMaximumId;
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/// <summary>
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/// Constant buffer slot where the texture handles are located.
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/// </summary>
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public readonly int TextureBufferIndex;
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/// <summary>
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/// Creates a new GPU texture pool state.
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/// </summary>
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/// <param name="texturePoolGpuVa">GPU virtual address of the texture pool</param>
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/// <param name="texturePoolMaximumId">Maximum ID of the texture pool</param>
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/// <param name="textureBufferIndex">Constant buffer slot where the texture handles are located</param>
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public GpuChannelPoolState(ulong texturePoolGpuVa, int texturePoolMaximumId, int textureBufferIndex)
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{
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TexturePoolGpuVa = texturePoolGpuVa;
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TexturePoolMaximumId = texturePoolMaximumId;
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TextureBufferIndex = textureBufferIndex;
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}
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/// <summary>
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/// Check if the pool states are equal.
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/// </summary>
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/// <param name="other">Pool state to compare with</param>
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/// <returns>True if they are equal, false otherwise</returns>
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public bool Equals(GpuChannelPoolState other)
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{
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return TexturePoolGpuVa == other.TexturePoolGpuVa &&
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TexturePoolMaximumId == other.TexturePoolMaximumId &&
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TextureBufferIndex == other.TextureBufferIndex;
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}
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}
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} |