using Ryujinx.Graphics.Shader; using System; namespace Ryujinx.Graphics.GAL { public interface IPipeline { void Barrier(); void BeginTransformFeedback(PrimitiveTopology topology); void ClearBuffer(BufferHandle destination, int offset, int size, uint value); void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color); void ClearRenderTargetDepthStencil( int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask); void CommandBufferBarrier(); 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 DrawIndexedIndirect(BufferRange indirectBuffer); void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride); void DrawIndirect(BufferRange indirectBuffer); void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride); void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion); 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 binding, ITexture texture, Format imageFormat); void SetLineParameters(float width, bool smooth); void SetLogicOpState(bool enable, LogicalOp op); void SetMultisampleState(MultisampleDescriptor multisample); void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel); void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin); void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode); 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 SetScissors(ReadOnlySpan<Rectangle<int>> regions); void SetStencilTest(StencilTestDescriptor stencilTest); void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers); void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler); void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers); void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers); void SetUserClipDistance(int index, bool enableClip); void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs); void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers); void SetViewports(ReadOnlySpan<Viewport> viewports, bool disableTransform); void TextureBarrier(); void TextureBarrierTiled(); bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual); bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual); void EndHostConditionalRendering(); void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount); } }