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authorgdkchan <gab.dark.100@gmail.com>2019-12-31 16:19:44 -0300
committerThog <thog@protonmail.com>2020-01-09 02:13:00 +0100
commit4a4e2f7c72301ba1dfb207f00c7c2fa0e9674223 (patch)
tree77719af6b5dfcff14bf825977d1abd8abc63b1b1 /Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
parentd1c0a64e6a60b5c6f288c5d152e4f35fb587d988 (diff)
Add XML documentation to Ryujinx.Graphics.Gpu.Engine
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs31
1 files changed, 31 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs b/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
index 6232c0b6..3fee1fcf 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
@@ -4,31 +4,62 @@ 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;