Ryujinx/src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawState.cs
TSRBerry 3b46bb73f7
[Ryujinx.Graphics.Gpu] Address dotnet-format issues (#5367)
* 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
2023-07-02 02:47:54 +02:00

65 lines
2 KiB
C#

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