mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 10:06:52 +00:00
468d8f841f
* Implement RasterizeEnable * Match viewport count to hardware * Simplify ScissorTest tracking around Blits * Disable RasterizerDiscard around Blits and track its state * Read RasterizeEnable reg as bool and add doc
78 lines
2.4 KiB
C#
78 lines
2.4 KiB
C#
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 SetPointSize(float size);
|
|
|
|
void SetPrimitiveRestart(bool enable, int index);
|
|
|
|
void SetPrimitiveTopology(PrimitiveTopology topology);
|
|
|
|
void SetProgram(IProgram program);
|
|
|
|
void SetRasterizerDiscard(bool discard);
|
|
|
|
void SetRenderTargetColorMasks(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 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();
|
|
}
|
|
}
|