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-rw-r--r--src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetImageCommand.cs7
-rw-r--r--src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs4
2 files changed, 7 insertions, 4 deletions
diff --git a/src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetImageCommand.cs b/src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetImageCommand.cs
index b4e966ca..243480a8 100644
--- a/src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetImageCommand.cs
+++ b/src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetImageCommand.cs
@@ -1,17 +1,20 @@
using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
+using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands
{
struct SetImageCommand : IGALCommand, IGALCommand<SetImageCommand>
{
public readonly CommandType CommandType => CommandType.SetImage;
+ private ShaderStage _stage;
private int _binding;
private TableRef<ITexture> _texture;
private Format _imageFormat;
- public void Set(int binding, TableRef<ITexture> texture, Format imageFormat)
+ public void Set(ShaderStage stage, int binding, TableRef<ITexture> texture, Format imageFormat)
{
+ _stage = stage;
_binding = binding;
_texture = texture;
_imageFormat = imageFormat;
@@ -19,7 +22,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
public static void Run(ref SetImageCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
- renderer.Pipeline.SetImage(command._binding, command._texture.GetAs<ThreadedTexture>(threaded)?.Base, command._imageFormat);
+ renderer.Pipeline.SetImage(command._stage, command._binding, command._texture.GetAs<ThreadedTexture>(threaded)?.Base, command._imageFormat);
}
}
}
diff --git a/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs b/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
index f40d9896..ad50bddf 100644
--- a/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
+++ b/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
@@ -177,9 +177,9 @@ namespace Ryujinx.Graphics.GAL.Multithreading
_renderer.QueueCommand();
}
- public void SetImage(int binding, ITexture texture, Format imageFormat)
+ public void SetImage(ShaderStage stage, int binding, ITexture texture, Format imageFormat)
{
- _renderer.New<SetImageCommand>().Set(binding, Ref(texture), imageFormat);
+ _renderer.New<SetImageCommand>().Set(stage, binding, Ref(texture), imageFormat);
_renderer.QueueCommand();
}