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52
Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
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52
Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
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using Ryujinx.Graphics.Gpu.State;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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private void UniformBufferBind0(int argument)
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{
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UniformBufferBind(argument, ShaderType.Vertex);
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}
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private void UniformBufferBind1(int argument)
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{
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UniformBufferBind(argument, ShaderType.TessellationControl);
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}
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private void UniformBufferBind2(int argument)
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{
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UniformBufferBind(argument, ShaderType.TessellationEvaluation);
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}
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private void UniformBufferBind3(int argument)
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{
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UniformBufferBind(argument, ShaderType.Geometry);
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}
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private void UniformBufferBind4(int argument)
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{
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UniformBufferBind(argument, ShaderType.Fragment);
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}
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private void UniformBufferBind(int argument, ShaderType type)
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{
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bool enable = (argument & 1) != 0;
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int index = (argument >> 4) & 0x1f;
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if (enable)
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{
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UniformBufferState uniformBuffer = _context.State.GetUniformBufferState();
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ulong address = uniformBuffer.Address.Pack();
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_bufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
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}
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else
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{
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_bufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
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}
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}
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}
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}
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