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Metal: Buffers Take 2 (#21)
* Basic BufferManager * Start Scoped Command Buffers * Fences stuff * Remember to cleanup sync manager * Auto, Command Buffer Dependants * Cleanup * Cleanup + Fix Texture->Buffer Copies * Slow buffer upload * Cleanup + Rework TextureBuffer * Don’t get unsafe * Cleanup * Goddamn it * Staging Buffer + Interrupt Action + Flush
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@@ -1,6 +1,5 @@
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using Ryujinx.Graphics.GAL;
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using SharpMetal.Metal;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.Versioning;
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@@ -38,10 +37,10 @@ namespace Ryujinx.Graphics.Metal
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public TextureBase[] ComputeTextures = new TextureBase[Constants.MaxTextures];
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public MTLSamplerState[] ComputeSamplers = new MTLSamplerState[Constants.MaxSamplers];
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public List<BufferInfo> UniformBuffers = [];
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public List<BufferInfo> StorageBuffers = [];
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public BufferAssignment[] UniformBuffers = [];
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public BufferAssignment[] StorageBuffers = [];
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public MTLBuffer IndexBuffer = default;
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public BufferRange IndexBuffer = default;
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public MTLIndexType IndexType = MTLIndexType.UInt16;
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public ulong IndexBufferOffset = 0;
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