Move solution and projects to src

This commit is contained in:
TSR Berry
2023-04-08 01:22:00 +02:00
committed by Mary
parent cd124bda58
commit cee7121058
3466 changed files with 55 additions and 55 deletions

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namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// State used by the <see cref="GpuAccessor"/>.
/// </summary>
class GpuAccessorState
{
/// <summary>
/// GPU texture pool state.
/// </summary>
public readonly GpuChannelPoolState PoolState;
/// <summary>
/// GPU compute state, for compute shaders.
/// </summary>
public readonly GpuChannelComputeState ComputeState;
/// <summary>
/// GPU graphics state, for vertex, tessellation, geometry and fragment shaders.
/// </summary>
public readonly GpuChannelGraphicsState GraphicsState;
/// <summary>
/// Shader specialization state (shared by all stages).
/// </summary>
public readonly ShaderSpecializationState SpecializationState;
/// <summary>
/// Transform feedback information, if the shader uses transform feedback. Otherwise, should be null.
/// </summary>
public readonly TransformFeedbackDescriptor[] TransformFeedbackDescriptors;
/// <summary>
/// Shader resource counts (shared by all stages).
/// </summary>
public readonly ResourceCounts ResourceCounts;
/// <summary>
/// Creates a new GPU accessor state.
/// </summary>
/// <param name="poolState">GPU texture pool state</param>
/// <param name="computeState">GPU compute state, for compute shaders</param>
/// <param name="graphicsState">GPU graphics state, for vertex, tessellation, geometry and fragment shaders</param>
/// <param name="specializationState">Shader specialization state (shared by all stages)</param>
/// <param name="transformFeedbackDescriptors">Transform feedback information, if the shader uses transform feedback. Otherwise, should be null</param>
public GpuAccessorState(
GpuChannelPoolState poolState,
GpuChannelComputeState computeState,
GpuChannelGraphicsState graphicsState,
ShaderSpecializationState specializationState,
TransformFeedbackDescriptor[] transformFeedbackDescriptors = null)
{
PoolState = poolState;
GraphicsState = graphicsState;
ComputeState = computeState;
SpecializationState = specializationState;
TransformFeedbackDescriptors = transformFeedbackDescriptors;
ResourceCounts = new ResourceCounts();
}
}
}