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3b46bb73f7
* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address remaining dotnet format analyzer warnings * Address review comments * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Another rebase, another dotnet format run * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Remove a few unused parameters * Replace MmeShadowScratch with Array256<uint> * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Fix and silence a few dotnet-format warnings again * Run dotnet format after rebase * Address IDE0251 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First pass of dotnet format * Add unsafe dotnet format changes * Fix typos * Add trailing commas * Disable formatting for FormatTable * Address review feedback
74 lines
2.9 KiB
C#
74 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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}
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