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- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Engine.Threed;
- namespace Ryujinx.Graphics.Gpu.Shader
- {
- /// <summary>
- /// State used by the <see cref="GpuAccessor"/>.
- /// </summary>
- struct GpuChannelGraphicsState
- {
- // New fields should be added to the end of the struct to keep disk shader cache compatibility.
- /// <summary>
- /// Early Z force enable.
- /// </summary>
- public readonly bool EarlyZForce;
- /// <summary>
- /// Primitive topology of current draw.
- /// </summary>
- public readonly PrimitiveTopology Topology;
- /// <summary>
- /// Tessellation mode.
- /// </summary>
- public readonly TessMode TessellationMode;
- /// <summary>
- /// Indicates whenever the viewport transform is disabled.
- /// </summary>
- public readonly bool ViewportTransformDisable;
- /// <summary>
- /// Creates a new GPU graphics state.
- /// </summary>
- /// <param name="earlyZForce">Early Z force enable</param>
- /// <param name="topology">Primitive topology</param>
- /// <param name="tessellationMode">Tessellation mode</param>
- /// <param name="viewportTransformDisable">Indicates whenever the viewport transform is disabled</param>
- public GpuChannelGraphicsState(bool earlyZForce, PrimitiveTopology topology, TessMode tessellationMode, bool viewportTransformDisable)
- {
- EarlyZForce = earlyZForce;
- Topology = topology;
- TessellationMode = tessellationMode;
- ViewportTransformDisable = viewportTransformDisable;
- }
- }
- }
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