Add XML documentation to Ryujinx.Graphics.Gpu.Engine
This commit is contained in:
parent
d1c0a64e6a
commit
4a4e2f7c72
12 changed files with 305 additions and 1 deletions
|
@ -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;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue