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* Renaming part 1 * Renaming part 2 * Renaming part 3 * Renaming part 4 * Renaming part 5 * Renaming part 6 * Renaming part 7 * Renaming part 8 * Renaming part 9 * Renaming part 10 * General cleanup * Thought I got all of these * Apply #595 * Additional renaming * Tweaks from feedback * Rename files
130 lines
No EOL
4.1 KiB
C#
130 lines
No EOL
4.1 KiB
C#
namespace Ryujinx.Graphics.Gal
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{
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public struct ColorMaskState
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{
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private static readonly ColorMaskState DefaultBackingField = new ColorMaskState()
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{
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Red = true,
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Green = true,
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Blue = true,
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Alpha = true
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};
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public static ColorMaskState Default => DefaultBackingField;
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public bool Red;
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public bool Green;
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public bool Blue;
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public bool Alpha;
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}
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public struct BlendState
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{
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private static readonly BlendState DefaultBackingField = new BlendState()
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{
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Enabled = false,
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SeparateAlpha = false,
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EquationRgb = GalBlendEquation.FuncAdd,
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FuncSrcRgb = GalBlendFactor.One,
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FuncDstRgb = GalBlendFactor.Zero,
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EquationAlpha = GalBlendEquation.FuncAdd,
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FuncSrcAlpha = GalBlendFactor.One,
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FuncDstAlpha = GalBlendFactor.Zero
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};
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public static BlendState Default => DefaultBackingField;
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public bool Enabled;
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public bool SeparateAlpha;
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public GalBlendEquation EquationRgb;
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public GalBlendFactor FuncSrcRgb;
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public GalBlendFactor FuncDstRgb;
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public GalBlendEquation EquationAlpha;
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public GalBlendFactor FuncSrcAlpha;
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public GalBlendFactor FuncDstAlpha;
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}
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public class GalPipelineState
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{
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public const int Stages = 5;
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public const int ConstBuffersPerStage = 18;
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public const int RenderTargetsCount = 8;
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public long[][] ConstBufferKeys;
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public GalVertexBinding[] VertexBindings;
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public bool FramebufferSrgb;
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public float FlipX;
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public float FlipY;
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public int Instance;
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public GalFrontFace FrontFace;
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public bool CullFaceEnabled;
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public GalCullFace CullFace;
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public bool DepthTestEnabled;
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public bool DepthWriteEnabled;
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public GalComparisonOp DepthFunc;
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public float DepthRangeNear;
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public float DepthRangeFar;
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public bool StencilTestEnabled;
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public bool StencilTwoSideEnabled;
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public GalComparisonOp StencilBackFuncFunc;
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public int StencilBackFuncRef;
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public uint StencilBackFuncMask;
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public GalStencilOp StencilBackOpFail;
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public GalStencilOp StencilBackOpZFail;
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public GalStencilOp StencilBackOpZPass;
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public uint StencilBackMask;
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public GalComparisonOp StencilFrontFuncFunc;
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public int StencilFrontFuncRef;
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public uint StencilFrontFuncMask;
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public GalStencilOp StencilFrontOpFail;
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public GalStencilOp StencilFrontOpZFail;
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public GalStencilOp StencilFrontOpZPass;
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public uint StencilFrontMask;
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public int ScissorTestCount;
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public bool[] ScissorTestEnabled;
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public int[] ScissorTestX;
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public int[] ScissorTestY;
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public int[] ScissorTestWidth;
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public int[] ScissorTestHeight;
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public bool BlendIndependent;
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public BlendState[] Blends;
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public bool ColorMaskCommon;
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public ColorMaskState[] ColorMasks;
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public bool PrimitiveRestartEnabled;
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public uint PrimitiveRestartIndex;
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public GalPipelineState()
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{
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ConstBufferKeys = new long[Stages][];
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for (int stage = 0; stage < Stages; stage++)
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{
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ConstBufferKeys[stage] = new long[ConstBuffersPerStage];
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}
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Blends = new BlendState[RenderTargetsCount];
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ScissorTestEnabled = new bool[RenderTargetsCount];
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ScissorTestY = new int[RenderTargetsCount];
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ScissorTestX = new int[RenderTargetsCount];
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ScissorTestWidth = new int[RenderTargetsCount];
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ScissorTestHeight = new int[RenderTargetsCount];
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ColorMasks = new ColorMaskState[RenderTargetsCount];
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}
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}
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} |