IPipeline.cs 2.1 KB

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  1. using Ryujinx.Graphics.Shader;
  2. namespace Ryujinx.Graphics.GAL
  3. {
  4. public interface IPipeline
  5. {
  6. void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
  7. void ClearRenderTargetDepthStencil(
  8. float depthValue,
  9. bool depthMask,
  10. int stencilValue,
  11. int stencilMask);
  12. void DispatchCompute(int groupsX, int groupsY, int groupsZ);
  13. void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance);
  14. void DrawIndexed(
  15. int indexCount,
  16. int instanceCount,
  17. int firstIndex,
  18. int firstVertex,
  19. int firstInstance);
  20. void SetBlendState(int index, BlendDescriptor blend);
  21. void SetBlendColor(ColorF color);
  22. void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
  23. void SetDepthMode(DepthMode mode);
  24. void SetDepthTest(DepthTestDescriptor depthTest);
  25. void SetFaceCulling(bool enable, Face face);
  26. void SetFrontFace(FrontFace frontFace);
  27. void SetIndexBuffer(BufferRange buffer, IndexType type);
  28. void SetImage(int index, ShaderStage stage, ITexture texture);
  29. void SetPrimitiveRestart(bool enable, int index);
  30. void SetPrimitiveTopology(PrimitiveTopology topology);
  31. void SetProgram(IProgram program);
  32. void SetRenderTargetColorMasks(uint[] componentMask);
  33. void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
  34. void SetSampler(int index, ShaderStage stage, ISampler sampler);
  35. void SetStencilTest(StencilTestDescriptor stencilTest);
  36. void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer);
  37. void SetTexture(int index, ShaderStage stage, ITexture texture);
  38. void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
  39. void SetVertexAttribs(VertexAttribDescriptor[] vertexAttribs);
  40. void SetVertexBuffers(VertexBufferDescriptor[] vertexBuffers);
  41. void SetViewports(int first, Viewport[] viewports);
  42. void TextureBarrier();
  43. void TextureBarrierTiled();
  44. }
  45. }