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- using Ryujinx.Graphics.Gpu.State;
- namespace Ryujinx.Graphics.Gpu.Engine
- {
- partial class Methods
- {
- /// <summary>
- /// Binds a uniform buffer for the vertex shader stage.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- private void UniformBufferBindVertex(GpuState state, int argument)
- {
- UniformBufferBind(state, argument, ShaderType.Vertex);
- }
- /// <summary>
- /// Binds a uniform buffer for the tessellation control shader stage.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- private void UniformBufferBindTessControl(GpuState state, int argument)
- {
- UniformBufferBind(state, argument, ShaderType.TessellationControl);
- }
- /// <summary>
- /// Binds a uniform buffer for the tessellation evaluation shader stage.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- private void UniformBufferBindTessEvaluation(GpuState state, int argument)
- {
- UniformBufferBind(state, argument, ShaderType.TessellationEvaluation);
- }
- /// <summary>
- /// Binds a uniform buffer for the geometry shader stage.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- private void UniformBufferBindGeometry(GpuState state, int argument)
- {
- UniformBufferBind(state, argument, ShaderType.Geometry);
- }
- /// <summary>
- /// Binds a uniform buffer for the fragment shader stage.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- private void UniformBufferBindFragment(GpuState state, int argument)
- {
- UniformBufferBind(state, argument, ShaderType.Fragment);
- }
- /// <summary>
- ///Binds a uniform buffer for the specified shader stage.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- /// <param name="type">Shader stage that will access the uniform buffer</param>
- private void UniformBufferBind(GpuState state, int argument, ShaderType type)
- {
- bool enable = (argument & 1) != 0;
- int index = (argument >> 4) & 0x1f;
- if (enable)
- {
- var uniformBuffer = state.Get<UniformBufferState>(MethodOffset.UniformBufferState);
- ulong address = uniformBuffer.Address.Pack();
- BufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
- }
- else
- {
- BufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
- }
- }
- }
- }
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