Scissor test implementation. Partially stubbed until geometry shaders… (#556)

* Scissor test implementation. Partially stubbed until geometry shaders are fixed

* Apply to all viewports when geometry shaders are disabled.

* Also apply enable cap to all viewports when geometry shaders are disabled

* Added fixme as per suggestion

Co-Authored-By: BaronKiko <BaronKiko@users.noreply.github.com>

* Apparently no alignment needed here.

* Comment on new line

* Correct height calculation
This commit is contained in:
BaronKiko 2019-01-13 21:26:42 +00:00 committed by emmauss
parent 8406ec6272
commit 0cd5ba03fe
4 changed files with 103 additions and 0 deletions

View file

@ -91,6 +91,13 @@
public GalStencilOp StencilFrontOpZPass;
public uint StencilFrontMask;
public int ScissorTestCount;
public bool[] ScissorTestEnabled;
public int[] ScissorTestX;
public int[] ScissorTestY;
public int[] ScissorTestWidth;
public int[] ScissorTestHeight;
public bool BlendIndependent;
public BlendState[] Blends;
@ -111,6 +118,12 @@
Blends = new BlendState[RenderTargetsCount];
ScissorTestEnabled = new bool[RenderTargetsCount];
ScissorTestY = new int[RenderTargetsCount];
ScissorTestX = new int[RenderTargetsCount];
ScissorTestWidth = new int[RenderTargetsCount];
ScissorTestHeight = new int[RenderTargetsCount];
ColorMasks = new ColorMaskState[RenderTargetsCount];
}
}