blob: cb43b00255280405b65e1e8cf6bbb8904a6f3edf (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
|
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Shader;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Draw state.
/// </summary>
class DrawState
{
/// <summary>
/// First index to be used for the draw on the index buffer.
/// </summary>
public int FirstIndex;
/// <summary>
/// Number of indices to be used for the draw on the index buffer.
/// </summary>
public int IndexCount;
/// <summary>
/// First vertex used on non-indexed draws. This value is stored somewhere else on indexed draws.
/// </summary>
public int DrawFirstVertex;
/// <summary>
/// Vertex count used on non-indexed draws. Indexed draws have a index count instead.
/// </summary>
public int DrawVertexCount;
/// <summary>
/// Indicates if the next draw will be a indexed draw.
/// </summary>
public bool DrawIndexed;
/// <summary>
/// Indicates if the next draw will be a indirect draw.
/// </summary>
public bool DrawIndirect;
/// <summary>
/// Indicates if any of the currently used vertex shaders reads the instance ID.
/// </summary>
public bool VsUsesInstanceId;
/// <summary>
/// Indicates if any of the currently used vertex buffers is instanced.
/// </summary>
public bool IsAnyVbInstanced;
/// <summary>
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
/// </summary>
public bool HasConstantBufferDrawParameters;
/// <summary>
/// Primitive topology for the next draw.
/// </summary>
public PrimitiveTopology Topology;
/// <summary>
/// Index buffer data streamer for inline index buffer updates, such as those used in legacy OpenGL.
/// </summary>
public IbStreamer IbStreamer = new();
/// <summary>
/// If the vertex shader is emulated on compute, this should be set to the compute program, otherwise it should be null.
/// </summary>
public ShaderAsCompute VertexAsCompute;
/// <summary>
/// If a geometry shader exists and is emulated on compute, this should be set to the compute program, otherwise it should be null.
/// </summary>
public ShaderAsCompute GeometryAsCompute;
/// <summary>
/// If the vertex shader is emulated on compute, this should be set to the passthrough vertex program, otherwise it should be null.
/// </summary>
public IProgram VertexPassthrough;
}
}
|