Add XML documentation to Ryujinx.Graphics.Gpu.Engine
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12 changed files with 305 additions and 1 deletions
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@ -22,8 +22,17 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private int _instanceIndex;
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/// <summary>
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/// Primitive type of the current draw.
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/// </summary>
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public PrimitiveType PrimitiveType { get; private set; }
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/// <summary>
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/// Finishes draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawEnd(GpuState state, int argument)
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{
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if (_instancedDrawPending)
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@ -86,6 +95,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Starts draw.
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/// This sets primitive type and instanced draw parameters.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawBegin(GpuState state, int argument)
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{
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if ((argument & (1 << 26)) != 0)
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@ -106,11 +121,24 @@ namespace Ryujinx.Graphics.Gpu.Engine
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PrimitiveType = type;
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}
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/// <summary>
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/// Sets the index buffer count.
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/// This also sets internal state that indicates that the next draw is a indexed draw.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void SetIndexBufferCount(GpuState state, int argument)
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{
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_drawIndexed = true;
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}
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/// <summary>
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/// Perform any deferred draws.
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/// This is used for instanced draws.
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/// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
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/// Once we detect the last instanced draw, then we perform the host instanced draw,
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/// with the accumulated instance count.
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/// </summary>
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public void PerformDeferredDraws()
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{
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// Perform any pending instanced draw.
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