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src/Ryujinx.Graphics.GAL/ProgramPipelineState.cs
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78
src/Ryujinx.Graphics.GAL/ProgramPipelineState.cs
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using Ryujinx.Common.Memory;
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using System;
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namespace Ryujinx.Graphics.GAL
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{
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/// <summary>
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/// Descriptor for a pipeline buffer binding.
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/// </summary>
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public readonly struct BufferPipelineDescriptor
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{
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public bool Enable { get; }
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public int Stride { get; }
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public int Divisor { get; }
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public BufferPipelineDescriptor(bool enable, int stride, int divisor)
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{
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Enable = enable;
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Stride = stride;
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Divisor = divisor;
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}
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}
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/// <summary>
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/// State required for a program to compile shaders.
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/// </summary>
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public struct ProgramPipelineState
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{
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// Some state is considered always dynamic and should not be included:
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// - Viewports/Scissors
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// - Bias values (not enable)
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public int SamplesCount;
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public Array8<bool> AttachmentEnable;
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public Array8<Format> AttachmentFormats;
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public bool DepthStencilEnable;
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public Format DepthStencilFormat;
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public bool LogicOpEnable;
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public LogicalOp LogicOp;
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public Array8<BlendDescriptor> BlendDescriptors;
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public Array8<uint> ColorWriteMask;
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public int VertexAttribCount;
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public Array32<VertexAttribDescriptor> VertexAttribs;
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public int VertexBufferCount;
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public Array32<BufferPipelineDescriptor> VertexBuffers;
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// TODO: Min/max depth bounds.
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public DepthTestDescriptor DepthTest;
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public StencilTestDescriptor StencilTest;
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public FrontFace FrontFace;
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public Face CullMode;
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public bool CullEnable;
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public PolygonModeMask BiasEnable;
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public float LineWidth;
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// TODO: Polygon mode.
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public bool DepthClampEnable;
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public bool RasterizerDiscard;
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public PrimitiveTopology Topology;
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public bool PrimitiveRestartEnable;
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public uint PatchControlPoints;
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public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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VertexAttribCount = vertexAttribs.Length;
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vertexAttribs.CopyTo(VertexAttribs.AsSpan());
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}
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public void SetLogicOpState(bool enable, LogicalOp op)
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{
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LogicOp = op;
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LogicOpEnable = enable;
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}
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}
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}
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