* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address remaining dotnet format analyzer warnings * Address review comments * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Another rebase, another dotnet format run * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Remove a few unused parameters * Replace MmeShadowScratch with Array256<uint> * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Fix and silence a few dotnet-format warnings again * Run dotnet format after rebase * Address IDE0251 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First pass of dotnet format * Add unsafe dotnet format changes * Fix typos * Add trailing commas * Disable formatting for FormatTable * Address review feedback
65 lines
2 KiB
C#
65 lines
2 KiB
C#
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();
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}
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}
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