using Ryujinx.Common.Memory;
using System;
namespace Ryujinx.Graphics.GAL
{
///
/// Descriptor for a pipeline buffer binding.
///
public readonly struct BufferPipelineDescriptor
{
public bool Enable { get; }
public int Stride { get; }
public int Divisor { get; }
public BufferPipelineDescriptor(bool enable, int stride, int divisor)
{
Enable = enable;
Stride = stride;
Divisor = divisor;
}
}
///
/// State required for a program to compile shaders.
///
public struct ProgramPipelineState
{
// Some state is considered always dynamic and should not be included:
// - Viewports/Scissors
// - Bias values (not enable)
public int SamplesCount;
public Array8 AttachmentEnable;
public Array8 AttachmentFormats;
public bool DepthStencilEnable;
public Format DepthStencilFormat;
public bool LogicOpEnable;
public LogicalOp LogicOp;
public Array8 BlendDescriptors;
public Array8 ColorWriteMask;
public int VertexAttribCount;
public Array32 VertexAttribs;
public int VertexBufferCount;
public Array32 VertexBuffers;
// TODO: Min/max depth bounds.
public DepthTestDescriptor DepthTest;
public StencilTestDescriptor StencilTest;
public FrontFace FrontFace;
public Face CullMode;
public bool CullEnable;
public PolygonModeMask BiasEnable;
public float LineWidth;
// TODO: Polygon mode.
public bool DepthClampEnable;
public bool RasterizerDiscard;
public PrimitiveTopology Topology;
public bool PrimitiveRestartEnable;
public uint PatchControlPoints;
public DepthMode DepthMode;
public void SetVertexAttribs(ReadOnlySpan vertexAttribs)
{
VertexAttribCount = vertexAttribs.Length;
vertexAttribs.CopyTo(VertexAttribs.AsSpan());
}
public void SetLogicOpState(bool enable, LogicalOp op)
{
LogicOp = op;
LogicOpEnable = enable;
}
}
}