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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 ;
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/// <summary>
/// Indicates that the primitive ID values on the shader should be halved due to quad to triangles conversion.
/// </summary>
public readonly bool HalvePrimitiveId ;
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/// <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>
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/// <param name="halvePrimitiveId">Indicates that the primitive ID values on the shader should be halved due to quad to triangles conversion</param>
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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 ,
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bool originUpperLeft ,
bool halvePrimitiveId )
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{
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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HalvePrimitiveId = halvePrimitiveId ;
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}
}
}