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044b84b078
* Add depth range support on the GPU * Address PR feedback
95 lines
2.7 KiB
C#
95 lines
2.7 KiB
C#
namespace Ryujinx.Graphics.Gal
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{
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public struct ColorMaskRgba
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{
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private static readonly ColorMaskRgba _Default = new ColorMaskRgba()
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{
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Red = true,
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Green = true,
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Blue = true,
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Alpha = true
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};
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public static ColorMaskRgba Default => _Default;
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public bool Red;
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public bool Green;
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public bool Blue;
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public bool Alpha;
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}
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public class GalPipelineState
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{
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public const int Stages = 5;
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public const int ConstBuffersPerStage = 18;
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public const int RenderTargetsCount = 8;
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public long[][] ConstBufferKeys;
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public GalVertexBinding[] VertexBindings;
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public bool FramebufferSrgb;
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public float FlipX;
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public float FlipY;
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public int Instance;
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public GalFrontFace FrontFace;
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public bool CullFaceEnabled;
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public GalCullFace CullFace;
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public bool DepthTestEnabled;
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public bool DepthWriteEnabled;
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public GalComparisonOp DepthFunc;
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public float DepthRangeNear;
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public float DepthRangeFar;
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public bool StencilTestEnabled;
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public bool StencilTwoSideEnabled;
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public GalComparisonOp StencilBackFuncFunc;
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public int StencilBackFuncRef;
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public uint StencilBackFuncMask;
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public GalStencilOp StencilBackOpFail;
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public GalStencilOp StencilBackOpZFail;
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public GalStencilOp StencilBackOpZPass;
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public uint StencilBackMask;
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public GalComparisonOp StencilFrontFuncFunc;
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public int StencilFrontFuncRef;
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public uint StencilFrontFuncMask;
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public GalStencilOp StencilFrontOpFail;
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public GalStencilOp StencilFrontOpZFail;
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public GalStencilOp StencilFrontOpZPass;
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public uint StencilFrontMask;
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public bool BlendEnabled;
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public bool BlendSeparateAlpha;
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public GalBlendEquation BlendEquationRgb;
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public GalBlendFactor BlendFuncSrcRgb;
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public GalBlendFactor BlendFuncDstRgb;
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public GalBlendEquation BlendEquationAlpha;
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public GalBlendFactor BlendFuncSrcAlpha;
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public GalBlendFactor BlendFuncDstAlpha;
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public ColorMaskRgba ColorMask;
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public ColorMaskRgba[] ColorMasks;
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public bool PrimitiveRestartEnabled;
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public uint PrimitiveRestartIndex;
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public GalPipelineState()
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{
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ConstBufferKeys = new long[Stages][];
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for (int Stage = 0; Stage < Stages; Stage++)
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{
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ConstBufferKeys[Stage] = new long[ConstBuffersPerStage];
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}
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ColorMasks = new ColorMaskRgba[RenderTargetsCount];
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}
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}
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} |