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using Ryujinx.Graphics.Gpu.State;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
private void UniformBufferBind0(int argument)
{
UniformBufferBind(argument, ShaderType.Vertex);
}
private void UniformBufferBind1(int argument)
{
UniformBufferBind(argument, ShaderType.TessellationControl);
}
private void UniformBufferBind2(int argument)
{
UniformBufferBind(argument, ShaderType.TessellationEvaluation);
}
private void UniformBufferBind3(int argument)
{
UniformBufferBind(argument, ShaderType.Geometry);
}
private void UniformBufferBind4(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)
{
UniformBufferState uniformBuffer = _context.State.GetUniformBufferState();
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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