Address PR feedback

This commit is contained in:
gdkchan
2020-01-01 12:39:09 -03:00
committed by Thog
parent 40ef18d759
commit 92703af555
39 changed files with 285 additions and 228 deletions

View File

@ -76,10 +76,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
_cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
_cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers);
_gpStorageBuffers = new BuffersPerStage[Constants.TotalShaderStages];
_gpUniformBuffers = new BuffersPerStage[Constants.TotalShaderStages];
_gpStorageBuffers = new BuffersPerStage[Constants.ShaderStages];
_gpUniformBuffers = new BuffersPerStage[Constants.ShaderStages];
for (int index = 0; index < Constants.TotalShaderStages; index++)
for (int index = 0; index < Constants.ShaderStages; index++)
{
_gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
_gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
@ -387,7 +387,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary>
/// Ensures that the compute engine bindings are visible to the host GPU.
/// This actually performs the binding using the host graphics API.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
public void CommitComputeBindings()
{
@ -439,7 +439,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary>
/// Ensures that the graphics engine bindings are visible to the host GPU.
/// This actually performs the binding using the host graphics API.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
public void CommitBindings()
{
@ -543,11 +543,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
/// <summary>
/// This binds buffer into the host API, or updates data for already bound buffers.
/// This binds buffers into the host API, or updates data for already bound buffers.
/// </summary>
/// <param name="bindings">Bindings to bind or update</param>
/// <param name="bind">True to bind, false to update</param>
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffers</param>
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false)
{
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
@ -608,8 +608,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary>
/// Copy a buffer data from a given address to another.
/// This does a GPU side copy.
/// </summary>
/// <remarks>
/// This does a GPU side copy.
/// </remarks>
/// <param name="srcVa">GPU virtual address of the copy source</param>
/// <param name="dstVa">GPU virtual address of the copy destination</param>
/// <param name="size">Size in bytes of the copy</param>