forked from Mirror/Ryujinx
126 lines
4.3 KiB
C#
126 lines
4.3 KiB
C#
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed.Blender
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{
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/// <summary>
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/// Fixed function alpha state used for a advanced blend function.
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/// </summary>
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struct FixedFunctionAlpha
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{
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/// <summary>
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/// Fixed function alpha state with alpha blending disabled.
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/// </summary>
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public static FixedFunctionAlpha Disabled => new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, default, default, default);
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/// <summary>
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/// Individual enable bits for the RGB and alpha components.
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/// </summary>
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public BlendUcodeEnable Enable { get; }
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/// <summary>
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/// Alpha blend operation.
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/// </summary>
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public BlendOp AlphaOp { get; }
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/// <summary>
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/// Value multiplied with the blend source operand.
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/// </summary>
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public BlendFactor AlphaSrcFactor { get; }
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/// <summary>
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/// Value multiplied with the blend destination operand.
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/// </summary>
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public BlendFactor AlphaDstFactor { get; }
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/// <summary>
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/// Creates a new blend fixed function alpha state.
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/// </summary>
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/// <param name="enable">Individual enable bits for the RGB and alpha components</param>
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/// <param name="alphaOp">Alpha blend operation</param>
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/// <param name="alphaSrc">Value multiplied with the blend source operand</param>
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/// <param name="alphaDst">Value multiplied with the blend destination operand</param>
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public FixedFunctionAlpha(BlendUcodeEnable enable, BlendOp alphaOp, BlendFactor alphaSrc, BlendFactor alphaDst)
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{
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Enable = enable;
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AlphaOp = alphaOp;
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AlphaSrcFactor = alphaSrc;
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AlphaDstFactor = alphaDst;
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}
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/// <summary>
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/// Creates a new blend fixed function alpha state.
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/// </summary>
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/// <param name="alphaOp">Alpha blend operation</param>
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/// <param name="alphaSrc">Value multiplied with the blend source operand</param>
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/// <param name="alphaDst">Value multiplied with the blend destination operand</param>
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public FixedFunctionAlpha(BlendOp alphaOp, BlendFactor alphaSrc, BlendFactor alphaDst) : this(BlendUcodeEnable.EnableRGB, alphaOp, alphaSrc, alphaDst)
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{
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}
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}
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/// <summary>
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/// Blend microcode assembly function delegate.
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/// </summary>
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/// <param name="asm">Assembler</param>
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/// <returns>Fixed function alpha state for the microcode</returns>
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delegate FixedFunctionAlpha GenUcodeFunc(ref UcodeAssembler asm);
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/// <summary>
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/// Advanced blend microcode state.
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/// </summary>
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struct AdvancedBlendUcode
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{
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/// <summary>
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/// Advanced blend operation.
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/// </summary>
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public AdvancedBlendOp Op { get; }
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/// <summary>
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/// Advanced blend overlap mode.
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/// </summary>
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public AdvancedBlendOverlap Overlap { get; }
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/// <summary>
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/// Whenever the source input is pre-multiplied.
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/// </summary>
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public bool SrcPreMultiplied { get; }
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/// <summary>
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/// Fixed function alpha state.
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/// </summary>
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public FixedFunctionAlpha Alpha { get; }
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/// <summary>
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/// Microcode.
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/// </summary>
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public uint[] Code { get; }
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/// <summary>
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/// Constants used by the microcode.
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/// </summary>
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public RgbFloat[] Constants { get; }
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/// <summary>
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/// Creates a new advanced blend state.
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/// </summary>
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/// <param name="op">Advanced blend operation</param>
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/// <param name="overlap">Advanced blend overlap mode</param>
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/// <param name="srcPreMultiplied">Whenever the source input is pre-multiplied</param>
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/// <param name="genFunc">Function that will generate the advanced blend microcode</param>
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public AdvancedBlendUcode(
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AdvancedBlendOp op,
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AdvancedBlendOverlap overlap,
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bool srcPreMultiplied,
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GenUcodeFunc genFunc)
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{
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Op = op;
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Overlap = overlap;
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SrcPreMultiplied = srcPreMultiplied;
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UcodeAssembler asm = new UcodeAssembler();
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Alpha = genFunc(ref asm);
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Code = asm.GetCode();
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Constants = asm.GetConstants();
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}
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}
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}
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