diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader/GpuChannelPoolState.cs')
-rw-r--r-- | src/Ryujinx.Graphics.Gpu/Shader/GpuChannelPoolState.cs | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/GpuChannelPoolState.cs b/src/Ryujinx.Graphics.Gpu/Shader/GpuChannelPoolState.cs new file mode 100644 index 00000000..1e34c5de --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Shader/GpuChannelPoolState.cs @@ -0,0 +1,50 @@ +using System; + +namespace Ryujinx.Graphics.Gpu.Shader +{ + /// <summary> + /// State used by the <see cref="GpuAccessor"/>. + /// </summary> + readonly struct GpuChannelPoolState : IEquatable<GpuChannelPoolState> + { + /// <summary> + /// GPU virtual address of the texture pool. + /// </summary> + public readonly ulong TexturePoolGpuVa; + + /// <summary> + /// Maximum ID of the texture pool. + /// </summary> + public readonly int TexturePoolMaximumId; + + /// <summary> + /// Constant buffer slot where the texture handles are located. + /// </summary> + public readonly int TextureBufferIndex; + + /// <summary> + /// Creates a new GPU texture pool state. + /// </summary> + /// <param name="texturePoolGpuVa">GPU virtual address of the texture pool</param> + /// <param name="texturePoolMaximumId">Maximum ID of the texture pool</param> + /// <param name="textureBufferIndex">Constant buffer slot where the texture handles are located</param> + public GpuChannelPoolState(ulong texturePoolGpuVa, int texturePoolMaximumId, int textureBufferIndex) + { + TexturePoolGpuVa = texturePoolGpuVa; + TexturePoolMaximumId = texturePoolMaximumId; + TextureBufferIndex = textureBufferIndex; + } + + /// <summary> + /// Check if the pool states are equal. + /// </summary> + /// <param name="other">Pool state to compare with</param> + /// <returns>True if they are equal, false otherwise</returns> + public bool Equals(GpuChannelPoolState other) + { + return TexturePoolGpuVa == other.TexturePoolGpuVa && + TexturePoolMaximumId == other.TexturePoolMaximumId && + TextureBufferIndex == other.TextureBufferIndex; + } + } +}
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