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Ryujinx/Ryujinx.Graphics/Gal/IGalFrameBuffer.cs
ReinUsesLisp 726de8c46a Rendertarget attachments, texture and image changes (#358)
* Add multiple color outputs for fragment shaders

* Add registers and gal enums

* Use textures for framebuffers and split color and zeta framebuffers

* Abstract texture and framebuffer targets as an image

* Share images between framebuffers and textures

* Unstub formats

* Add some formats

* Disable multiple attachments

* Cache framebuffer attachments

* Handle format types

* Add some rendertarget formats

* Code cleanup

* Fixup half float types

* Address feedback

* Disable multiple attachments in shaders

* Add A4B4G4R4 image format

* Add reversed section for image enums
2018-08-19 22:25:26 -03:00

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1.1 KiB
C#

using System;
namespace Ryujinx.Graphics.Gal
{
public interface IGalFrameBuffer
{
void BindColor(long Key, int Attachment);
void UnbindColor(int Attachment);
void BindZeta(long Key);
void UnbindZeta();
void BindTexture(long Key, int Index);
void Set(long Key);
void Set(byte[] Data, int Width, int Height);
void SetTransform(bool FlipX, bool FlipY, int Top, int Left, int Right, int Bottom);
void SetWindowSize(int Width, int Height);
void SetViewport(int X, int Y, int Width, int Height);
void Render();
void Copy(
long SrcKey,
long DstKey,
int SrcX0,
int SrcY0,
int SrcX1,
int SrcY1,
int DstX0,
int DstY0,
int DstX1,
int DstY1);
void GetBufferData(long Key, Action<byte[]> Callback);
void SetBufferData(
long Key,
int Width,
int Height,
byte[] Buffer);
}
}