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using Ryujinx.Graphics.Shader;
using Ryujinx.Memory.Range;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Memory range used for buffers.
/// </summary>
readonly struct BufferBounds
{
/// <summary>
/// Physical memory ranges where the buffer is mapped.
/// </summary>
public MultiRange Range { get; }
/// <summary>
/// Buffer usage flags.
/// </summary>
public BufferUsageFlags Flags { get; }
/// <summary>
/// Indicates that the backing memory for the buffer does not exist.
/// </summary>
public bool IsUnmapped => Range.IsUnmapped;
/// <summary>
/// Creates a new buffer region.
/// </summary>
/// <param name="range">Physical memory ranges where the buffer is mapped</param>
/// <param name="flags">Buffer usage flags</param>
public BufferBounds(MultiRange range, BufferUsageFlags flags = BufferUsageFlags.None)
{
Range = range;
Flags = flags;
}
}
}
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