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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture binding information.
/// This is used for textures that needs to be accessed from shaders.
/// </summary>
readonly struct TextureBindingInfo
{
/// <summary>
/// Shader sampler target type.
/// </summary>
public Target Target { get; }
/// <summary>
/// For images, indicates the format specified on the shader.
/// </summary>
public Format Format { get; }
/// <summary>
/// Shader texture host binding point.
/// </summary>
public int Binding { get; }
/// <summary>
/// For array of textures, this indicates the length of the array. A value of one indicates it is not an array.
/// </summary>
public int ArrayLength { get; }
/// <summary>
/// Constant buffer slot with the texture handle.
/// </summary>
public int CbufSlot { get; }
/// <summary>
/// Index of the texture handle on the constant buffer at slot <see cref="CbufSlot"/>.
/// </summary>
public int Handle { get; }
/// <summary>
/// Flags from the texture descriptor that indicate how the texture is used.
/// </summary>
public TextureUsageFlags Flags { get; }
/// <summary>
/// Indicates that the binding is for a sampler.
/// </summary>
public bool IsSamplerOnly { get; }
/// <summary>
/// Constructs the texture binding information structure.
/// </summary>
/// <param name="target">The shader sampler target type</param>
/// <param name="format">Format of the image as declared on the shader</param>
/// <param name="binding">The shader texture binding point</param>
/// <param name="arrayLength">For array of textures, this indicates the length of the array. A value of one indicates it is not an array</param>
/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
public TextureBindingInfo(Target target, Format format, int binding, int arrayLength, int cbufSlot, int handle, TextureUsageFlags flags)
{
Target = target;
Format = format;
Binding = binding;
ArrayLength = arrayLength;
CbufSlot = cbufSlot;
Handle = handle;
Flags = flags;
}
/// <summary>
/// Constructs the texture binding information structure.
/// </summary>
/// <param name="target">The shader sampler target type</param>
/// <param name="binding">The shader texture binding point</param>
/// <param name="arrayLength">For array of textures, this indicates the length of the array. A value of one indicates it is not an array</param>
/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
/// <param name="isSamplerOnly">Indicates that the binding is for a sampler</param>
public TextureBindingInfo(
Target target,
int binding,
int arrayLength,
int cbufSlot,
int handle,
TextureUsageFlags flags,
bool isSamplerOnly) : this(target, 0, binding, arrayLength, cbufSlot, handle, flags)
{
IsSamplerOnly = isSamplerOnly;
}
}
}
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