Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders * More XML docs and other nits
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20 changed files with 496 additions and 551 deletions
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@ -8,31 +8,22 @@ namespace Ryujinx.Graphics.OpenGL
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{
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public int Handle { get; private set; }
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private ShaderProgram _program;
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public ShaderProgramInfo Info => _program.Info;
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public ShaderStage Stage => _program.Stage;
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public Shader(ShaderProgram program)
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public Shader(ShaderStage stage, string code)
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{
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_program = program;
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ShaderType type = ShaderType.VertexShader;
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switch (program.Stage)
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ShaderType type = stage switch
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{
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case ShaderStage.Compute: type = ShaderType.ComputeShader; break;
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case ShaderStage.Vertex: type = ShaderType.VertexShader; break;
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case ShaderStage.TessellationControl: type = ShaderType.TessControlShader; break;
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case ShaderStage.TessellationEvaluation: type = ShaderType.TessEvaluationShader; break;
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case ShaderStage.Geometry: type = ShaderType.GeometryShader; break;
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case ShaderStage.Fragment: type = ShaderType.FragmentShader; break;
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}
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ShaderStage.Compute => ShaderType.ComputeShader,
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ShaderStage.Vertex => ShaderType.VertexShader,
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ShaderStage.TessellationControl => ShaderType.TessControlShader,
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ShaderStage.TessellationEvaluation => ShaderType.TessEvaluationShader,
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ShaderStage.Geometry => ShaderType.GeometryShader,
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ShaderStage.Fragment => ShaderType.FragmentShader,
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_ => ShaderType.VertexShader
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};
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Handle = GL.CreateShader(type);
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GL.ShaderSource(Handle, program.Code);
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GL.ShaderSource(Handle, code);
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GL.CompileShader(Handle);
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}
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