Add XML documentation to Ryujinx.Graphics.Gpu.Engine

This commit is contained in:
gdkchan 2019-12-31 16:19:44 -03:00 committed by Thog
parent d1c0a64e6a
commit 4a4e2f7c72
12 changed files with 305 additions and 1 deletions

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@ -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;