3e6e0e4afa
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
58 lines
1.6 KiB
C#
58 lines
1.6 KiB
C#
using Ryujinx.Graphics.Shader;
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using Ryujinx.Memory.Range;
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using System;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// Memory range used for buffers.
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/// </summary>
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readonly struct BufferBounds : IEquatable<BufferBounds>
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{
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/// <summary>
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/// Physical memory ranges where the buffer is mapped.
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/// </summary>
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public MultiRange Range { get; }
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/// <summary>
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/// Buffer usage flags.
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/// </summary>
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public BufferUsageFlags Flags { get; }
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/// <summary>
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/// Indicates that the backing memory for the buffer does not exist.
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/// </summary>
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public bool IsUnmapped => Range.IsUnmapped;
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/// <summary>
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/// Creates a new buffer region.
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/// </summary>
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/// <param name="range">Physical memory ranges where the buffer is mapped</param>
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/// <param name="flags">Buffer usage flags</param>
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public BufferBounds(MultiRange range, BufferUsageFlags flags = BufferUsageFlags.None)
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{
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Range = range;
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Flags = flags;
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}
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public override bool Equals(object obj)
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{
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return obj is BufferBounds bounds && Equals(bounds);
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}
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public bool Equals(BufferBounds bounds)
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{
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return Range == bounds.Range && Flags == bounds.Flags;
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}
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public bool Equals(ref BufferBounds bounds)
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{
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return Range == bounds.Range && Flags == bounds.Flags;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(Range, Flags);
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}
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}
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}
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