diff options
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs | 31 |
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; |
