using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed;
namespace Ryujinx.Graphics.Gpu.Shader
{
///
/// State used by the .
///
struct GpuChannelGraphicsState
{
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
///
/// Early Z force enable.
///
public readonly bool EarlyZForce;
///
/// Primitive topology of current draw.
///
public readonly PrimitiveTopology Topology;
///
/// Tessellation mode.
///
public readonly TessMode TessellationMode;
///
/// Indicates whenever the viewport transform is disabled.
///
public readonly bool ViewportTransformDisable;
///
/// Indicates whenever alpha-to-coverage is enabled.
///
public readonly bool AlphaToCoverageEnable;
///
/// Indicates whenever alpha-to-coverage dithering is enabled.
///
public readonly bool AlphaToCoverageDitherEnable;
///
/// Creates a new GPU graphics state.
///
/// Early Z force enable
/// Primitive topology
/// Tessellation mode
/// Indicates whenever the viewport transform is disabled
/// Indicates whenever alpha-to-coverage is enabled
/// Indicates whenever alpha-to-coverage dithering is enabled
public GpuChannelGraphicsState(
bool earlyZForce,
PrimitiveTopology topology,
TessMode tessellationMode,
bool viewportTransformDisable,
bool alphaToCoverageEnable,
bool alphaToCoverageDitherEnable)
{
EarlyZForce = earlyZForce;
Topology = topology;
TessellationMode = tessellationMode;
ViewportTransformDisable = viewportTransformDisable;
AlphaToCoverageEnable = alphaToCoverageEnable;
AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
}
}
}