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- using Ryujinx.Graphics.Shader;
- namespace Ryujinx.Graphics.GAL
- {
- public interface IPipeline
- {
- void Barrier();
- void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
- void ClearRenderTargetDepthStencil(
- float depthValue,
- bool depthMask,
- int stencilValue,
- int stencilMask);
- 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 SetBlendState(int index, BlendDescriptor blend);
- void SetBlendColor(ColorF color);
- void SetDepthBias(PolygonModeMask enables, float factor, float units, float 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);
- void SetPrimitiveRestart(bool enable, int index);
- void SetPrimitiveTopology(PrimitiveTopology topology);
- void SetProgram(IProgram program);
- void SetRenderTargetColorMasks(uint[] componentMask);
- void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
- void SetSampler(int index, ShaderStage stage, ISampler sampler);
- void SetStencilTest(StencilTestDescriptor stencilTest);
- void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer);
- void SetTexture(int index, ShaderStage stage, ITexture texture);
- void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
- void SetVertexAttribs(VertexAttribDescriptor[] vertexAttribs);
- void SetVertexBuffers(VertexBufferDescriptor[] vertexBuffers);
- void SetViewports(int first, Viewport[] viewports);
- void TextureBarrier();
- void TextureBarrierTiled();
- }
- }
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