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Ryujinx/Ryujinx.Graphics/Gal/GalPipelineState.cs
gdkchan 0e1e094b7a
Improve texture tables (#457)
* Improve texture tables

* More renaming and other tweaks

* Minor tweaks
2018-10-17 18:02:23 -03:00

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2.6 KiB
C#

namespace Ryujinx.Graphics.Gal
{
public struct ColorMaskRgba
{
private static readonly ColorMaskRgba _Default = new ColorMaskRgba()
{
Red = true,
Green = true,
Blue = true,
Alpha = true
};
public static ColorMaskRgba Default => _Default;
public bool Red;
public bool Green;
public bool Blue;
public bool Alpha;
}
public class GalPipelineState
{
public const int Stages = 5;
public const int ConstBuffersPerStage = 18;
public const int RenderTargetsCount = 8;
public long[][] ConstBufferKeys;
public GalVertexBinding[] VertexBindings;
public bool FramebufferSrgb;
public float FlipX;
public float FlipY;
public int Instance;
public GalFrontFace FrontFace;
public bool CullFaceEnabled;
public GalCullFace CullFace;
public bool DepthTestEnabled;
public bool DepthWriteEnabled;
public GalComparisonOp DepthFunc;
public bool StencilTestEnabled;
public bool StencilTwoSideEnabled;
public GalComparisonOp StencilBackFuncFunc;
public int StencilBackFuncRef;
public uint StencilBackFuncMask;
public GalStencilOp StencilBackOpFail;
public GalStencilOp StencilBackOpZFail;
public GalStencilOp StencilBackOpZPass;
public uint StencilBackMask;
public GalComparisonOp StencilFrontFuncFunc;
public int StencilFrontFuncRef;
public uint StencilFrontFuncMask;
public GalStencilOp StencilFrontOpFail;
public GalStencilOp StencilFrontOpZFail;
public GalStencilOp StencilFrontOpZPass;
public uint StencilFrontMask;
public bool BlendEnabled;
public bool BlendSeparateAlpha;
public GalBlendEquation BlendEquationRgb;
public GalBlendFactor BlendFuncSrcRgb;
public GalBlendFactor BlendFuncDstRgb;
public GalBlendEquation BlendEquationAlpha;
public GalBlendFactor BlendFuncSrcAlpha;
public GalBlendFactor BlendFuncDstAlpha;
public ColorMaskRgba ColorMask;
public ColorMaskRgba[] ColorMasks;
public bool PrimitiveRestartEnabled;
public uint PrimitiveRestartIndex;
public GalPipelineState()
{
ConstBufferKeys = new long[Stages][];
for (int Stage = 0; Stage < Stages; Stage++)
{
ConstBufferKeys[Stage] = new long[ConstBuffersPerStage];
}
ColorMasks = new ColorMaskRgba[RenderTargetsCount];
}
}
}