using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed;
namespace Ryujinx.Graphics.Gpu.Shader
{
///
/// State used by the .
///
struct GpuAccessorState
{
///
/// GPU virtual address of the texture pool.
///
public ulong TexturePoolGpuVa { get; }
///
/// Maximum ID of the texture pool.
///
public int TexturePoolMaximumId { get; }
///
/// Constant buffer slot where the texture handles are located.
///
public int TextureBufferIndex { get; }
///
/// Early Z force enable.
///
public bool EarlyZForce { get; }
///
/// Primitive topology of current draw.
///
public PrimitiveTopology Topology { get; }
///
/// Tessellation mode.
///
public TessMode TessellationMode { get; }
///
/// Transform feedback information, if the shader uses transform feedback. Otherwise, should be null.
///
public TransformFeedbackDescriptor[] TransformFeedbackDescriptors { get; set; }
///
/// Creates a new instance of the GPU accessor state.
///
/// GPU virtual address of the texture pool
/// Maximum ID of the texture pool
/// Constant buffer slot where the texture handles are located
/// Early Z force enable
/// Primitive topology
/// Tessellation mode
public GpuAccessorState(
ulong texturePoolGpuVa,
int texturePoolMaximumId,
int textureBufferIndex,
bool earlyZForce,
PrimitiveTopology topology,
TessMode tessellationMode)
{
TexturePoolGpuVa = texturePoolGpuVa;
TexturePoolMaximumId = texturePoolMaximumId;
TextureBufferIndex = textureBufferIndex;
EarlyZForce = earlyZForce;
Topology = topology;
TessellationMode = tessellationMode;
TransformFeedbackDescriptors = null;
}
}
}