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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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