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- using Ryujinx.Graphics.Gpu.State;
- namespace Ryujinx.Graphics.Gpu.Engine
- {
- partial class Methods
- {
- private void UniformBufferBindVertex(int argument)
- {
- UniformBufferBind(argument, ShaderType.Vertex);
- }
- private void UniformBufferBindTessControl(int argument)
- {
- UniformBufferBind(argument, ShaderType.TessellationControl);
- }
- private void UniformBufferBindTessEvaluation(int argument)
- {
- UniformBufferBind(argument, ShaderType.TessellationEvaluation);
- }
- private void UniformBufferBindGeometry(int argument)
- {
- UniformBufferBind(argument, ShaderType.Geometry);
- }
- private void UniformBufferBindFragment(int argument)
- {
- UniformBufferBind(argument, ShaderType.Fragment);
- }
- private void UniformBufferBind(int argument, ShaderType type)
- {
- bool enable = (argument & 1) != 0;
- int index = (argument >> 4) & 0x1f;
- if (enable)
- {
- var uniformBuffer = _context.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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