namespace Ryujinx.Graphics.Gpu.Shader { /// <summary> /// State used by the <see cref="GpuAccessor"/>. /// </summary> class GpuAccessorState { /// <summary> /// GPU texture pool state. /// </summary> public readonly GpuChannelPoolState PoolState; /// <summary> /// GPU compute state, for compute shaders. /// </summary> public readonly GpuChannelComputeState ComputeState; /// <summary> /// GPU graphics state, for vertex, tessellation, geometry and fragment shaders. /// </summary> public readonly GpuChannelGraphicsState GraphicsState; /// <summary> /// Shader specialization state (shared by all stages). /// </summary> public readonly ShaderSpecializationState SpecializationState; /// <summary> /// Transform feedback information, if the shader uses transform feedback. Otherwise, should be null. /// </summary> public readonly TransformFeedbackDescriptor[] TransformFeedbackDescriptors; /// <summary> /// Shader resource counts (shared by all stages). /// </summary> public readonly ResourceCounts ResourceCounts; /// <summary> /// Creates a new GPU accessor state. /// </summary> /// <param name="poolState">GPU texture pool state</param> /// <param name="computeState">GPU compute state, for compute shaders</param> /// <param name="graphicsState">GPU graphics state, for vertex, tessellation, geometry and fragment shaders</param> /// <param name="specializationState">Shader specialization state (shared by all stages)</param> /// <param name="transformFeedbackDescriptors">Transform feedback information, if the shader uses transform feedback. Otherwise, should be null</param> public GpuAccessorState( GpuChannelPoolState poolState, GpuChannelComputeState computeState, GpuChannelGraphicsState graphicsState, ShaderSpecializationState specializationState, TransformFeedbackDescriptor[] transformFeedbackDescriptors = null) { PoolState = poolState; GraphicsState = graphicsState; ComputeState = computeState; SpecializationState = specializationState; TransformFeedbackDescriptors = transformFeedbackDescriptors; ResourceCounts = new ResourceCounts(); } } }