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Add XML documentation to Ryujinx.Graphics.Gpu.Image
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@ -2,17 +2,44 @@ using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture binding information.
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/// This is used for textures that needs to be accessed from shaders.
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/// </summary>
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struct TextureBindingInfo
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{
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/// <summary>
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/// Shader sampler target type.
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/// </summary>
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public Target Target { get; }
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/// <summary>
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/// Shader texture handle.
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/// This is a index into the texture constant buffer.
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/// </summary>
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public int Handle { get; }
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/// <summary>
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/// Indicates if the texture is a bindless texture.
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/// For those textures, Handle is ignored.
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/// </summary>
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public bool IsBindless { get; }
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public int CbufSlot { get; }
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/// <summary>
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/// Constant buffer slot with the bindless texture handle, for bindless texture.
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/// </summary>
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public int CbufSlot { get; }
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/// <summary>
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/// Constant buffer offset of the bindless texture handle, for bindless texture.
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/// </summary>
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public int CbufOffset { get; }
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/// <summary>
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/// Constructs the texture binding information structure.
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
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public TextureBindingInfo(Target target, int handle)
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{
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Target = target;
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@ -24,6 +51,12 @@ namespace Ryujinx.Graphics.Gpu.Image
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CbufOffset = 0;
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}
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/// <summary>
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/// Constructs the bindless texture binding information structure.
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="cbufSlot">Constant buffer slot where the bindless texture handle is located</param>
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/// <param name="cbufOffset">Constant buffer offset of the bindless texture handle</param>
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public TextureBindingInfo(Target target, int cbufSlot, int cbufOffset)
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{
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Target = target;
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