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path: root/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
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-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;