2018-02-04 23:08:20 +00:00
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using System;
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2018-04-08 20:17:35 +01:00
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using System.Collections.Generic;
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2018-02-04 23:08:20 +00:00
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2018-02-20 20:09:23 +00:00
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namespace Ryujinx.Graphics.Gal
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2018-02-04 23:08:20 +00:00
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{
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2018-02-23 21:48:27 +00:00
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public unsafe interface IGalRenderer
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2018-02-04 23:08:20 +00:00
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{
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void QueueAction(Action ActionMthd);
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2018-04-13 19:12:58 +01:00
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2018-02-04 23:08:20 +00:00
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void RunActions();
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void Render();
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2018-04-13 19:12:58 +01:00
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2018-02-23 21:48:27 +00:00
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void SetWindowSize(int Width, int Height);
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2018-03-01 02:37:40 +00:00
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2018-04-08 20:17:35 +01:00
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//Blend
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void SetBlendEnable(bool Enable);
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2018-03-01 02:37:40 +00:00
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2018-04-08 20:17:35 +01:00
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void SetBlend(
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GalBlendEquation Equation,
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GalBlendFactor FuncSrc,
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GalBlendFactor FuncDst);
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2018-03-01 02:37:40 +00:00
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2018-04-08 20:17:35 +01:00
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void SetBlendSeparate(
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GalBlendEquation EquationRgb,
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GalBlendEquation EquationAlpha,
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GalBlendFactor FuncSrcRgb,
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GalBlendFactor FuncDstRgb,
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GalBlendFactor FuncSrcAlpha,
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GalBlendFactor FuncDstAlpha);
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//Frame Buffer
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2018-04-13 19:12:58 +01:00
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void CreateFrameBuffer(long Tag, int Width, int Height);
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void BindFrameBuffer(long Tag);
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void BindFrameBufferTexture(long Tag, int Index, GalTextureSampler Sampler);
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void SetFrameBuffer(long Tag);
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void SetFrameBuffer(byte[] Data, int Width, int Height);
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void SetFrameBufferTransform(float SX, float SY, float Rotate, float TX, float TY);
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2018-04-14 04:39:24 +01:00
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void SetViewport(int X, int Y, int Width, int Height);
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2018-04-26 03:11:26 +01:00
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void GetFrameBufferData(long Tag, Action<byte[]> Callback);
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2018-04-08 20:17:35 +01:00
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//Rasterizer
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void ClearBuffers(int RtIndex, GalClearBufferFlags Flags);
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void SetVertexArray(int VbIndex, int Stride, byte[] Buffer, GalVertexAttrib[] Attribs);
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void SetIndexArray(byte[] Buffer, GalIndexFormat Format);
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2018-04-26 03:11:26 +01:00
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void DrawArrays(int VbIndex, int First, int PrimCount, GalPrimitiveType PrimType);
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void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType);
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//Shader
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void CreateShader(long Tag, GalShaderType Type, byte[] Data);
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IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag);
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void SetConstBuffer(long Tag, int Cbuf, byte[] Data);
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void SetUniform1(string UniformName, int Value);
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void SetUniform2F(string UniformName, float X, float Y);
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void BindShader(long Tag);
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void BindProgram();
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//Texture
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void SetTextureAndSampler(int Index, GalTexture Texture, GalTextureSampler Sampler);
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void BindTexture(int Index);
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}
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}
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