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Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders * More XML docs and other nits
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@ -2,79 +2,79 @@
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{
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public interface IGpuAccessor
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{
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public void Log(string message)
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void Log(string message)
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{
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// No default log output.
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}
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T MemoryRead<T>(ulong address) where T : unmanaged;
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public bool MemoryMapped(ulong address)
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bool MemoryMapped(ulong address)
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{
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return true;
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}
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public int QueryComputeLocalSizeX()
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int QueryComputeLocalSizeX()
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{
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return 1;
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}
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public int QueryComputeLocalSizeY()
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int QueryComputeLocalSizeY()
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{
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return 1;
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}
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public int QueryComputeLocalSizeZ()
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int QueryComputeLocalSizeZ()
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{
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return 1;
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}
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public int QueryComputeLocalMemorySize()
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int QueryComputeLocalMemorySize()
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{
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return 0x1000;
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}
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public int QueryComputeSharedMemorySize()
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int QueryComputeSharedMemorySize()
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{
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return 0xc000;
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}
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public uint QueryConstantBufferUse()
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uint QueryConstantBufferUse()
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{
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return 0xffff;
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}
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public bool QueryIsTextureBuffer(int handle)
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bool QueryIsTextureBuffer(int handle)
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{
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return false;
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}
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public bool QueryIsTextureRectangle(int handle)
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bool QueryIsTextureRectangle(int handle)
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{
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return false;
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}
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public InputTopology QueryPrimitiveTopology()
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InputTopology QueryPrimitiveTopology()
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{
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return InputTopology.Points;
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}
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public int QueryStorageBufferOffsetAlignment()
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int QueryStorageBufferOffsetAlignment()
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{
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return 16;
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}
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public bool QuerySupportsImageLoadFormatted()
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bool QuerySupportsImageLoadFormatted()
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{
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return true;
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}
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public bool QuerySupportsNonConstantTextureOffset()
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bool QuerySupportsNonConstantTextureOffset()
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{
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return true;
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}
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public TextureFormat QueryTextureFormat(int handle)
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TextureFormat QueryTextureFormat(int handle)
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{
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return TextureFormat.R8G8B8A8Unorm;
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}
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