Move solution and projects to src
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65
src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawState.cs
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65
src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawState.cs
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Draw state.
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/// </summary>
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class DrawState
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{
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/// <summary>
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/// First index to be used for the draw on the index buffer.
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/// </summary>
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public int FirstIndex;
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/// <summary>
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/// Number of indices to be used for the draw on the index buffer.
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/// </summary>
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public int IndexCount;
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/// <summary>
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/// First vertex used on non-indexed draws. This value is stored somewhere else on indexed draws.
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/// </summary>
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public int DrawFirstVertex;
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/// <summary>
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/// Vertex count used on non-indexed draws. Indexed draws have a index count instead.
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/// </summary>
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public int DrawVertexCount;
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/// <summary>
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/// Indicates if the next draw will be a indexed draw.
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/// </summary>
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public bool DrawIndexed;
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/// <summary>
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/// Indicates if the next draw will be a indirect draw.
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/// </summary>
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public bool DrawIndirect;
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/// <summary>
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/// Indicates if any of the currently used vertex shaders reads the instance ID.
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/// </summary>
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public bool VsUsesInstanceId;
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/// <summary>
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/// Indicates if any of the currently used vertex buffers is instanced.
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/// </summary>
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public bool IsAnyVbInstanced;
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/// <summary>
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/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
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/// </summary>
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public bool HasConstantBufferDrawParameters;
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/// <summary>
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/// Primitive topology for the next draw.
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/// </summary>
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public PrimitiveTopology Topology;
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/// <summary>
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/// Index buffer data streamer for inline index buffer updates, such as those used in legacy OpenGL.
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/// </summary>
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public IbStreamer IbStreamer = new IbStreamer();
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}
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}
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