/* * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include #include #include #include namespace SoftGPU { struct PixelQuad final { Vector2 screen_coordinates; Vector3 barycentrics; AK::SIMD::f32x4 depth; Vector4 vertex_color; Array, NUM_SAMPLERS> texture_coordinates; Vector4 out_color; AK::SIMD::f32x4 fog_depth; AK::SIMD::i32x4 mask; }; }