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