ryujinx/Ryujinx.Graphics/Gal/GalPipelineState.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics (#611)
* 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
2019-03-04 12:45:25 +11:00

130 lines
4.1 KiB
C#

namespace Ryujinx.Graphics.Gal
{
public struct ColorMaskState
{
private static readonly ColorMaskState DefaultBackingField = new ColorMaskState()
{
Red = true,
Green = true,
Blue = true,
Alpha = true
};
public static ColorMaskState Default => DefaultBackingField;
public bool Red;
public bool Green;
public bool Blue;
public bool Alpha;
}
public struct BlendState
{
private static readonly BlendState DefaultBackingField = new BlendState()
{
Enabled = false,
SeparateAlpha = false,
EquationRgb = GalBlendEquation.FuncAdd,
FuncSrcRgb = GalBlendFactor.One,
FuncDstRgb = GalBlendFactor.Zero,
EquationAlpha = GalBlendEquation.FuncAdd,
FuncSrcAlpha = GalBlendFactor.One,
FuncDstAlpha = GalBlendFactor.Zero
};
public static BlendState Default => DefaultBackingField;
public bool Enabled;
public bool SeparateAlpha;
public GalBlendEquation EquationRgb;
public GalBlendFactor FuncSrcRgb;
public GalBlendFactor FuncDstRgb;
public GalBlendEquation EquationAlpha;
public GalBlendFactor FuncSrcAlpha;
public GalBlendFactor FuncDstAlpha;
}
public class GalPipelineState
{
public const int Stages = 5;
public const int ConstBuffersPerStage = 18;
public const int RenderTargetsCount = 8;
public long[][] ConstBufferKeys;
public GalVertexBinding[] VertexBindings;
public bool FramebufferSrgb;
public float FlipX;
public float FlipY;
public int Instance;
public GalFrontFace FrontFace;
public bool CullFaceEnabled;
public GalCullFace CullFace;
public bool DepthTestEnabled;
public bool DepthWriteEnabled;
public GalComparisonOp DepthFunc;
public float DepthRangeNear;
public float DepthRangeFar;
public bool StencilTestEnabled;
public bool StencilTwoSideEnabled;
public GalComparisonOp StencilBackFuncFunc;
public int StencilBackFuncRef;
public uint StencilBackFuncMask;
public GalStencilOp StencilBackOpFail;
public GalStencilOp StencilBackOpZFail;
public GalStencilOp StencilBackOpZPass;
public uint StencilBackMask;
public GalComparisonOp StencilFrontFuncFunc;
public int StencilFrontFuncRef;
public uint StencilFrontFuncMask;
public GalStencilOp StencilFrontOpFail;
public GalStencilOp StencilFrontOpZFail;
public GalStencilOp StencilFrontOpZPass;
public uint StencilFrontMask;
public int ScissorTestCount;
public bool[] ScissorTestEnabled;
public int[] ScissorTestX;
public int[] ScissorTestY;
public int[] ScissorTestWidth;
public int[] ScissorTestHeight;
public bool BlendIndependent;
public BlendState[] Blends;
public bool ColorMaskCommon;
public ColorMaskState[] ColorMasks;
public bool PrimitiveRestartEnabled;
public uint PrimitiveRestartIndex;
public GalPipelineState()
{
ConstBufferKeys = new long[Stages][];
for (int stage = 0; stage < Stages; stage++)
{
ConstBufferKeys[stage] = new long[ConstBuffersPerStage];
}
Blends = new BlendState[RenderTargetsCount];
ScissorTestEnabled = new bool[RenderTargetsCount];
ScissorTestY = new int[RenderTargetsCount];
ScissorTestX = new int[RenderTargetsCount];
ScissorTestWidth = new int[RenderTargetsCount];
ScissorTestHeight = new int[RenderTargetsCount];
ColorMasks = new ColorMaskState[RenderTargetsCount];
}
}
}