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using Ryujinx.Graphics.Shader;
using Ryujinx.Memory.Range;
using System;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Memory range used for buffers.
/// </summary>
readonly struct BufferBounds : IEquatable<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;
}
public override bool Equals(object obj)
{
return obj is BufferBounds bounds && Equals(bounds);
}
public bool Equals(BufferBounds bounds)
{
return Range == bounds.Range && Flags == bounds.Flags;
}
public bool Equals(ref BufferBounds bounds)
{
return Range == bounds.Range && Flags == bounds.Flags;
}
public override int GetHashCode()
{
return HashCode.Combine(Range, Flags);
}
}
}
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