using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Draw state.
/// </summary>
class DrawState
/// First index to be used for the draw on the index buffer.
public int FirstIndex;
/// Number of indices to be used for the draw on the index buffer.
public int IndexCount;
/// First vertex used on non-indexed draws. This value is stored somewhere else on indexed draws.
public int DrawFirstVertex;
/// Vertex count used on non-indexed draws. Indexed draws have a index count instead.
public int DrawVertexCount;
/// Indicates if the next draw will be a indexed draw.
public bool DrawIndexed;
/// Indicates if the next draw will be a indirect draw.
public bool DrawIndirect;
/// Indicates if any of the currently used vertex shaders reads the instance ID.
public bool VsUsesInstanceId;
/// Indicates if any of the currently used vertex buffers is instanced.
public bool IsAnyVbInstanced;
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
public bool HasConstantBufferDrawParameters;
/// Primitive topology for the next draw.
public PrimitiveTopology Topology;
/// Index buffer data streamer for inline index buffer updates, such as those used in legacy OpenGL.
public IbStreamer IbStreamer = new IbStreamer();
}