dolphin/Source/Core/VideoCommon/RenderState.h

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// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/BitField.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/BPStructs.h"
enum class PrimitiveType : u32
{
Points,
Lines,
Triangles,
TriangleStrip,
};
union RasterizationState
{
void Generate(const BPMemory& bp, PrimitiveType primitive_type);
RasterizationState& operator=(const RasterizationState& rhs);
bool operator==(const RasterizationState& rhs) const { return hex == rhs.hex; }
bool operator!=(const RasterizationState& rhs) const { return hex != rhs.hex; }
bool operator<(const RasterizationState& rhs) const { return hex < rhs.hex; }
BitField<0, 2, GenMode::CullMode> cullmode;
BitField<3, 2, PrimitiveType> primitive;
u32 hex;
};
union DepthState
{
void Generate(const BPMemory& bp);
DepthState& operator=(const DepthState& rhs);
bool operator==(const DepthState& rhs) const { return hex == rhs.hex; }
bool operator!=(const DepthState& rhs) const { return hex != rhs.hex; }
bool operator<(const DepthState& rhs) const { return hex < rhs.hex; }
BitField<0, 1, u32> testenable;
BitField<1, 1, u32> updateenable;
BitField<2, 3, ZMode::CompareMode> func;
u32 hex;
};
union BlendingState
{
void Generate(const BPMemory& bp);
BlendingState& operator=(const BlendingState& rhs);
bool operator==(const BlendingState& rhs) const { return hex == rhs.hex; }
bool operator!=(const BlendingState& rhs) const { return hex != rhs.hex; }
bool operator<(const BlendingState& rhs) const { return hex < rhs.hex; }
BitField<0, 1, u32> blendenable;
BitField<1, 1, u32> logicopenable;
BitField<2, 1, u32> dstalpha;
BitField<3, 1, u32> colorupdate;
BitField<4, 1, u32> alphaupdate;
BitField<5, 1, u32> subtract;
BitField<6, 1, u32> subtractAlpha;
BitField<7, 1, u32> usedualsrc;
BitField<8, 3, BlendMode::BlendFactor> dstfactor;
BitField<11, 3, BlendMode::BlendFactor> srcfactor;
BitField<14, 3, BlendMode::BlendFactor> dstfactoralpha;
BitField<17, 3, BlendMode::BlendFactor> srcfactoralpha;
BitField<20, 4, BlendMode::LogicOp> logicmode;
u32 hex;
};
union SamplerState
{
enum class Filter : u32
{
Point,
Linear
};
enum class AddressMode : u32
{
Clamp,
Repeat,
MirroredRepeat
};
void Generate(const BPMemory& bp, u32 index);
SamplerState& operator=(const SamplerState& rhs);
bool operator==(const SamplerState& rhs) const { return hex == rhs.hex; }
bool operator!=(const SamplerState& rhs) const { return hex != rhs.hex; }
bool operator<(const SamplerState& rhs) const { return hex < rhs.hex; }
BitField<0, 1, Filter> min_filter;
BitField<1, 1, Filter> mag_filter;
BitField<2, 1, Filter> mipmap_filter;
BitField<3, 2, AddressMode> wrap_u;
BitField<5, 2, AddressMode> wrap_v;
BitField<7, 8, u32> min_lod; // multiplied by 16
BitField<15, 8, u32> max_lod; // multiplied by 16
BitField<23, 8, s32> lod_bias; // multiplied by 32
BitField<31, 1, u32> anisotropic_filtering;
u32 hex;
};
namespace RenderState
{
RasterizationState GetNoCullRasterizationState();
DepthState GetNoDepthTestingDepthStencilState();
BlendingState GetNoBlendingBlendState();
SamplerState GetPointSamplerState();
SamplerState GetLinearSamplerState();
}