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using Ryujinx.Common.Memory;
namespace Ryujinx.Graphics.Shader
{
/// <summary>
/// GPU graphics state that the shader depends on.
/// </summary>
public readonly struct GpuGraphicsState
{
/// <summary>
/// Early Z force enable.
/// </summary>
public readonly bool EarlyZForce;
/// <summary>
/// Primitive topology of current draw.
/// </summary>
public readonly InputTopology Topology;
/// <summary>
/// Tessellation winding order.
/// </summary>
public readonly bool TessCw;
/// <summary>
/// Tessellation patch type.
/// </summary>
public readonly TessPatchType TessPatchType;
/// <summary>
/// Tessellation spacing.
/// </summary>
public readonly TessSpacing TessSpacing;
/// <summary>
/// Indicates whether alpha-to-coverage is enabled.
/// </summary>
public readonly bool AlphaToCoverageEnable;
/// <summary>
/// Indicates whether alpha-to-coverage dithering is enabled.
/// </summary>
public readonly bool AlphaToCoverageDitherEnable;
/// <summary>
/// Indicates whether the viewport transform is disabled.
/// </summary>
public readonly bool ViewportTransformDisable;
/// <summary>
/// Depth mode zero to one or minus one to one.
/// </summary>
public readonly bool DepthMode;
/// <summary>
/// Indicates if the point size is set on the shader or is fixed.
/// </summary>
public readonly bool ProgramPointSizeEnable;
/// <summary>
/// Point size used if <see cref="ProgramPointSizeEnable" /> is false.
/// </summary>
public readonly float PointSize;
/// <summary>
/// When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded.
/// </summary>
public readonly AlphaTestOp AlphaTestCompare;
/// <summary>
/// When alpha test is enabled, indicates the value to compare with the fragment output alpha.
/// </summary>
public readonly float AlphaTestReference;
/// <summary>
/// Type of the vertex attributes consumed by the shader.
/// </summary>
public readonly Array32<AttributeType> AttributeTypes;
/// <summary>
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
/// </summary>
public readonly bool HasConstantBufferDrawParameters;
/// <summary>
/// Type of the fragment shader outputs.
/// </summary>
public readonly Array8<AttributeType> FragmentOutputTypes;
/// <summary>
/// Indicates whether dual source blend is enabled.
/// </summary>
public readonly bool DualSourceBlendEnable;
/// <summary>
/// Indicates if negation of the viewport Y axis is enabled.
/// </summary>
public readonly bool YNegateEnabled;
/// <summary>
/// If true, indicates that the fragment origin is the upper left corner of the viewport, otherwise it is the lower left corner.
/// </summary>
public readonly bool OriginUpperLeft;
/// <summary>
/// Creates a new GPU graphics state.
/// </summary>
/// <param name="earlyZForce">Early Z force enable</param>
/// <param name="topology">Primitive topology</param>
/// <param name="tessCw">Tessellation winding order (clockwise or counter-clockwise)</param>
/// <param name="tessPatchType">Tessellation patch type</param>
/// <param name="tessSpacing">Tessellation spacing</param>
/// <param name="alphaToCoverageEnable">Indicates whether alpha-to-coverage is enabled</param>
/// <param name="alphaToCoverageDitherEnable">Indicates whether alpha-to-coverage dithering is enabled</param>
/// <param name="viewportTransformDisable">Indicates whether the viewport transform is disabled</param>
/// <param name="depthMode">Depth mode zero to one or minus one to one</param>
/// <param name="programPointSizeEnable">Indicates if the point size is set on the shader or is fixed</param>
/// <param name="pointSize">Point size if not set from shader</param>
/// <param name="alphaTestCompare">When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded</param>
/// <param name="alphaTestReference">When alpha test is enabled, indicates the value to compare with the fragment output alpha</param>
/// <param name="attributeTypes">Type of the vertex attributes consumed by the shader</param>
/// <param name="hasConstantBufferDrawParameters">Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0</param>
/// <param name="fragmentOutputTypes">Type of the fragment shader outputs</param>
/// <param name="dualSourceBlendEnable">Indicates whether dual source blend is enabled</param>
/// <param name="yNegateEnabled">Indicates if negation of the viewport Y axis is enabled</param>
/// <param name="originUpperLeft">If true, indicates that the fragment origin is the upper left corner of the viewport, otherwise it is the lower left corner</param>
public GpuGraphicsState(
bool earlyZForce,
InputTopology topology,
bool tessCw,
TessPatchType tessPatchType,
TessSpacing tessSpacing,
bool alphaToCoverageEnable,
bool alphaToCoverageDitherEnable,
bool viewportTransformDisable,
bool depthMode,
bool programPointSizeEnable,
float pointSize,
AlphaTestOp alphaTestCompare,
float alphaTestReference,
in Array32<AttributeType> attributeTypes,
bool hasConstantBufferDrawParameters,
in Array8<AttributeType> fragmentOutputTypes,
bool dualSourceBlendEnable,
bool yNegateEnabled,
bool originUpperLeft)
{
EarlyZForce = earlyZForce;
Topology = topology;
TessCw = tessCw;
TessPatchType = tessPatchType;
TessSpacing = tessSpacing;
AlphaToCoverageEnable = alphaToCoverageEnable;
AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
ViewportTransformDisable = viewportTransformDisable;
DepthMode = depthMode;
ProgramPointSizeEnable = programPointSizeEnable;
PointSize = pointSize;
AlphaTestCompare = alphaTestCompare;
AlphaTestReference = alphaTestReference;
AttributeTypes = attributeTypes;
HasConstantBufferDrawParameters = hasConstantBufferDrawParameters;
FragmentOutputTypes = fragmentOutputTypes;
DualSourceBlendEnable = dualSourceBlendEnable;
YNegateEnabled = yNegateEnabled;
OriginUpperLeft = originUpperLeft;
}
}
}
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