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ryujinx-final/Ryujinx.Graphics/Gal/GalPipelineState.cs

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namespace Ryujinx.Graphics.Gal
{
public struct ColorMaskState
{
private static readonly ColorMaskState _Default = new ColorMaskState()
{
Red = true,
Green = true,
Blue = true,
Alpha = true
};
public static ColorMaskState Default => _Default;
public bool Red;
public bool Green;
public bool Blue;
public bool Alpha;
}
public struct BlendState
{
private static readonly BlendState _Default = new BlendState()
{
Enabled = false,
SeparateAlpha = false,
EquationRgb = GalBlendEquation.FuncAdd,
FuncSrcRgb = GalBlendFactor.One,
FuncDstRgb = GalBlendFactor.Zero,
EquationAlpha = GalBlendEquation.FuncAdd,
FuncSrcAlpha = GalBlendFactor.One,
FuncDstAlpha = GalBlendFactor.Zero
};
public static BlendState Default => _Default;
public bool Enabled;
public bool SeparateAlpha;
public GalBlendEquation EquationRgb;
public GalBlendFactor FuncSrcRgb;
public GalBlendFactor FuncDstRgb;
public GalBlendEquation EquationAlpha;
public GalBlendFactor FuncSrcAlpha;
public GalBlendFactor FuncDstAlpha;
}
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;
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public int Instance;
public GalFrontFace FrontFace;
public bool CullFaceEnabled;
public GalCullFace CullFace;
public bool DepthTestEnabled;
public bool DepthWriteEnabled;
public GalComparisonOp DepthFunc;
public float DepthRangeNear;
public float DepthRangeFar;
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 BlendIndependent;
public BlendState[] Blends;
public bool ColorMaskCommon;
public ColorMaskState[] 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];
}
Blends = new BlendState[RenderTargetsCount];
ColorMasks = new ColorMaskState[RenderTargetsCount];
}
}
}