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Ryujinx/Ryujinx.Graphics/Gal/GalPipelineState.cs
ReinUsesLisp 25dd5f4238 Low level graphics API prerequisites (#319)
* Add GalPipelineState and IGalPipeline

* Separate UploadVertex call

* Add ConstBuffer cache

* Move Vertex Assembly into GalPipelineState

* Move Uniform binds to GalPipelineState

* Move framebuffer flip into a buffer

* Rebase

* Fix regression

* Move clear values from VertexEndGl to ClearBuffers

* Rename obscure names O->Old S->New
2018-08-10 01:09:40 -03:00

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2.1 KiB
C#

namespace Ryujinx.Graphics.Gal
{
public struct GalVertexBinding
{
//VboKey shouldn't be here, but ARB_vertex_attrib_binding is core since 4.3
public bool Enabled;
public int Stride;
public long VboKey;
public GalVertexAttrib[] Attribs;
}
public class GalPipelineState
{
public const int Stages = 5;
public const int ConstBuffersPerStage = 18;
public long[][] ConstBufferKeys;
public GalVertexBinding[] VertexBindings;
public float FlipX;
public float FlipY;
public GalFrontFace FrontFace;
public bool CullFaceEnabled;
public GalCullFace CullFace;
public bool DepthTestEnabled;
public GalComparisonOp DepthFunc;
public bool StencilTestEnabled;
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 bool PrimitiveRestartEnabled;
public uint PrimitiveRestartIndex;
public GalPipelineState()
{
ConstBufferKeys = new long[Stages][];
for (int Stage = 0; Stage < Stages; Stage++)
{
ConstBufferKeys[Stage] = new long[ConstBuffersPerStage];
}
}
}
}