From 4a4e2f7c72301ba1dfb207f00c7c2fa0e9674223 Mon Sep 17 00:00:00 2001 From: gdkchan Date: Tue, 31 Dec 2019 16:19:44 -0300 Subject: Add XML documentation to Ryujinx.Graphics.Gpu.Engine --- .../Engine/MethodUniformBufferBind.cs | 31 ++++++++++++++++++++++ 1 file changed, 31 insertions(+) (limited to 'Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs') 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 { + /// + /// Binds a uniform buffer for the vertex shader stage. + /// + /// Current GPU state + /// Method call argument private void UniformBufferBindVertex(GpuState state, int argument) { UniformBufferBind(state, argument, ShaderType.Vertex); } + /// + /// Binds a uniform buffer for the tessellation control shader stage. + /// + /// Current GPU state + /// Method call argument private void UniformBufferBindTessControl(GpuState state, int argument) { UniformBufferBind(state, argument, ShaderType.TessellationControl); } + /// + /// Binds a uniform buffer for the tessellation evaluation shader stage. + /// + /// Current GPU state + /// Method call argument private void UniformBufferBindTessEvaluation(GpuState state, int argument) { UniformBufferBind(state, argument, ShaderType.TessellationEvaluation); } + /// + /// Binds a uniform buffer for the geometry shader stage. + /// + /// Current GPU state + /// Method call argument private void UniformBufferBindGeometry(GpuState state, int argument) { UniformBufferBind(state, argument, ShaderType.Geometry); } + /// + /// Binds a uniform buffer for the fragment shader stage. + /// + /// Current GPU state + /// Method call argument private void UniformBufferBindFragment(GpuState state, int argument) { UniformBufferBind(state, argument, ShaderType.Fragment); } + /// + ///Binds a uniform buffer for the specified shader stage. + /// + /// Current GPU state + /// Method call argument + /// Shader stage that will access the uniform buffer private void UniformBufferBind(GpuState state, int argument, ShaderType type) { bool enable = (argument & 1) != 0; -- cgit v1.2.3