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- using Ryujinx.Graphics.Shader;
- using System;
- namespace Ryujinx.Graphics.GAL
- {
- public interface IPipeline
- {
- void Barrier();
- void BeginTransformFeedback(PrimitiveTopology topology);
- void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
- void ClearRenderTargetDepthStencil(
- float depthValue,
- bool depthMask,
- int stencilValue,
- int stencilMask);
- void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size);
- void DispatchCompute(int groupsX, int groupsY, int groupsZ);
- void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance);
- void DrawIndexed(
- int indexCount,
- int instanceCount,
- int firstIndex,
- int firstVertex,
- int firstInstance);
- void EndTransformFeedback();
- void SetAlphaTest(bool enable, float reference, CompareOp op);
- void SetBlendState(int index, BlendDescriptor blend);
- void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
- void SetDepthClamp(bool clamp);
- void SetDepthMode(DepthMode mode);
- void SetDepthTest(DepthTestDescriptor depthTest);
- void SetFaceCulling(bool enable, Face face);
- void SetFrontFace(FrontFace frontFace);
- void SetIndexBuffer(BufferRange buffer, IndexType type);
- void SetImage(int index, ShaderStage stage, ITexture texture, Format imageFormat);
- void SetLogicOpState(bool enable, LogicalOp op);
- void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin);
- void SetPrimitiveRestart(bool enable, int index);
- void SetPrimitiveTopology(PrimitiveTopology topology);
- void SetProgram(IProgram program);
- void SetRasterizerDiscard(bool discard);
- void SetRenderTargetScale(float scale);
- void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask);
- void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
- void SetSampler(int index, ShaderStage stage, ISampler sampler);
- void SetScissorEnable(int index, bool enable);
- void SetScissor(int index, int x, int y, int width, int height);
- void SetStencilTest(StencilTestDescriptor stencilTest);
- void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer);
- void SetTexture(int index, ShaderStage stage, ITexture texture);
- void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers);
- void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
- void SetUserClipDistance(int index, bool enableClip);
- void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs);
- void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers);
- void SetViewports(int first, ReadOnlySpan<Viewport> viewports);
- void TextureBarrier();
- void TextureBarrierTiled();
- bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual);
- bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual);
- void EndHostConditionalRendering();
- void UpdateRenderScale(ShaderStage stage, int textureCount);
- }
- }
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