Ryujinx/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorState.cs

70 lines
2.8 KiB
C#

namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// State used by the <see cref="GpuAccessor"/>.
/// </summary>
class GpuAccessorState
{
/// <summary>
/// Maximum ID that a sampler pool entry may have.
/// </summary>
public readonly int SamplerPoolMaximumId;
/// <summary>
/// GPU texture pool state.
/// </summary>
public readonly GpuChannelPoolState PoolState;
/// <summary>
/// GPU compute state, for compute shaders.
/// </summary>
public readonly GpuChannelComputeState ComputeState;
/// <summary>
/// GPU graphics state, for vertex, tessellation, geometry and fragment shaders.
/// </summary>
public readonly GpuChannelGraphicsState GraphicsState;
/// <summary>
/// Shader specialization state (shared by all stages).
/// </summary>
public readonly ShaderSpecializationState SpecializationState;
/// <summary>
/// Transform feedback information, if the shader uses transform feedback. Otherwise, should be null.
/// </summary>
public readonly TransformFeedbackDescriptor[] TransformFeedbackDescriptors;
/// <summary>
/// Shader resource counts (shared by all stages).
/// </summary>
public readonly ResourceCounts ResourceCounts;
/// <summary>
/// Creates a new GPU accessor state.
/// </summary>
/// <param name="samplerPoolMaximumId">Maximum ID that a sampler pool entry may have</param>
/// <param name="poolState">GPU texture pool state</param>
/// <param name="computeState">GPU compute state, for compute shaders</param>
/// <param name="graphicsState">GPU graphics state, for vertex, tessellation, geometry and fragment shaders</param>
/// <param name="specializationState">Shader specialization state (shared by all stages)</param>
/// <param name="transformFeedbackDescriptors">Transform feedback information, if the shader uses transform feedback. Otherwise, should be null</param>
public GpuAccessorState(
int samplerPoolMaximumId,
GpuChannelPoolState poolState,
GpuChannelComputeState computeState,
GpuChannelGraphicsState graphicsState,
ShaderSpecializationState specializationState,
TransformFeedbackDescriptor[] transformFeedbackDescriptors = null)
{
SamplerPoolMaximumId = samplerPoolMaximumId;
PoolState = poolState;
GraphicsState = graphicsState;
ComputeState = computeState;
SpecializationState = specializationState;
TransformFeedbackDescriptors = transformFeedbackDescriptors;
ResourceCounts = new ResourceCounts();
}
}
}