using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// State used by the <see cref="GpuAccessor"/>.
/// </summary>
struct GpuChannelGraphicsState
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
/// Early Z force enable.
public readonly bool EarlyZForce;
/// Primitive topology of current draw.
public readonly PrimitiveTopology Topology;
/// Tessellation mode.
public readonly TessMode TessellationMode;
/// Indicates whenever the viewport transform is disabled.
public readonly bool ViewportTransformDisable;
/// Creates a new GPU graphics state.
/// <param name="earlyZForce">Early Z force enable</param>
/// <param name="topology">Primitive topology</param>
/// <param name="tessellationMode">Tessellation mode</param>
/// <param name="viewportTransformDisable">Indicates whenever the viewport transform is disabled</param>
public GpuChannelGraphicsState(bool earlyZForce, PrimitiveTopology topology, TessMode tessellationMode, bool viewportTransformDisable)
EarlyZForce = earlyZForce;
Topology = topology;
TessellationMode = tessellationMode;
ViewportTransformDisable = viewportTransformDisable;
}