mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 11:36:41 +00:00
40b21cc3c4
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
45 lines
1.3 KiB
C#
45 lines
1.3 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|
{
|
|
/// <summary>
|
|
/// Draw state.
|
|
/// </summary>
|
|
class DrawState
|
|
{
|
|
/// <summary>
|
|
/// First index to be used for the draw on the index buffer.
|
|
/// </summary>
|
|
public int FirstIndex;
|
|
|
|
/// <summary>
|
|
/// Number of indices to be used for the draw on the index buffer.
|
|
/// </summary>
|
|
public int IndexCount;
|
|
|
|
/// <summary>
|
|
/// Indicates if the next draw will be a indexed draw.
|
|
/// </summary>
|
|
public bool DrawIndexed;
|
|
|
|
/// <summary>
|
|
/// Indicates if any of the currently used vertex shaders reads the instance ID.
|
|
/// </summary>
|
|
public bool VsUsesInstanceId;
|
|
|
|
/// <summary>
|
|
/// Indicates if any of the currently used vertex buffers is instanced.
|
|
/// </summary>
|
|
public bool IsAnyVbInstanced;
|
|
|
|
/// <summary>
|
|
/// Primitive topology for the next draw.
|
|
/// </summary>
|
|
public PrimitiveTopology Topology;
|
|
|
|
/// <summary>
|
|
/// Index buffer data streamer for inline index buffer updates, such as those used in legacy OpenGL.
|
|
/// </summary>
|
|
public IbStreamer IbStreamer = new IbStreamer();
|
|
}
|
|
}
|