a10b2c5ff2
* Ground work for separate GPU channels * Rename TextureManager to TextureCache * Decouple texture bindings management from the texture cache * Rename BufferManager to BufferCache * Decouple buffer bindings management from the buffer cache * More comments and proper disposal * PR feedback * Force host state update on channel switch * Typo * PR feedback * Missing using
85 lines
3.1 KiB
C#
85 lines
3.1 KiB
C#
using Ryujinx.Graphics.Gpu.State;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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/// <summary>
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/// Binds a uniform buffer for the vertex shader stage.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void UniformBufferBindVertex(GpuState state, int argument)
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{
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UniformBufferBind(state, argument, ShaderType.Vertex);
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}
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/// <summary>
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/// Binds a uniform buffer for the tessellation control shader stage.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void UniformBufferBindTessControl(GpuState state, int argument)
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{
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UniformBufferBind(state, argument, ShaderType.TessellationControl);
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}
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/// <summary>
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/// Binds a uniform buffer for the tessellation evaluation shader stage.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void UniformBufferBindTessEvaluation(GpuState state, int argument)
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{
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UniformBufferBind(state, argument, ShaderType.TessellationEvaluation);
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}
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/// <summary>
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/// Binds a uniform buffer for the geometry shader stage.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void UniformBufferBindGeometry(GpuState state, int argument)
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{
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UniformBufferBind(state, argument, ShaderType.Geometry);
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}
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/// <summary>
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/// Binds a uniform buffer for the fragment shader stage.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void UniformBufferBindFragment(GpuState state, int argument)
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{
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UniformBufferBind(state, argument, ShaderType.Fragment);
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}
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/// <summary>
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///Binds a uniform buffer for the specified shader stage.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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/// <param name="type">Shader stage that will access the uniform buffer</param>
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private void UniformBufferBind(GpuState state, int argument, ShaderType type)
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{
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bool enable = (argument & 1) != 0;
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int index = (argument >> 4) & 0x1f;
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FlushUboDirty();
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if (enable)
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{
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var uniformBuffer = state.Get<UniformBufferState>(MethodOffset.UniformBufferState);
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ulong address = uniformBuffer.Address.Pack();
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state.Channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
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}
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else
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{
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state.Channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
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}
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}
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}
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} |