Ryujinx/Ryujinx.Graphics.GAL/IPipeline.cs

78 lines
2.4 KiB
C#
Raw Normal View History

2019-10-13 06:02:07 +00:00
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.GAL
{
public interface IPipeline
2019-10-13 06:02:07 +00:00
{
void Barrier();
2019-10-13 06:02:07 +00:00
void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
void ClearRenderTargetDepthStencil(
float depthValue,
bool depthMask,
int stencilValue,
int stencilMask);
2019-12-29 17:41:50 +00:00
void DispatchCompute(int groupsX, int groupsY, int groupsZ);
2019-10-13 06:02:07 +00:00
void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance);
void DrawIndexed(
int indexCount,
int instanceCount,
int firstIndex,
int firstVertex,
int firstInstance);
2019-12-29 17:41:50 +00:00
void SetBlendState(int index, BlendDescriptor blend);
2019-10-13 06:02:07 +00:00
void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
void SetDepthClamp(bool clamp);
void SetDepthMode(DepthMode mode);
2019-10-13 06:02:07 +00:00
void SetDepthTest(DepthTestDescriptor depthTest);
void SetFaceCulling(bool enable, Face face);
void SetFrontFace(FrontFace frontFace);
2019-12-29 17:41:50 +00:00
void SetIndexBuffer(BufferRange buffer, IndexType type);
void SetImage(int index, ShaderStage stage, ITexture texture);
2020-02-01 23:19:46 +00:00
void SetPointSize(float size);
2019-10-13 06:02:07 +00:00
void SetPrimitiveRestart(bool enable, int index);
void SetPrimitiveTopology(PrimitiveTopology topology);
2019-12-29 17:41:50 +00:00
void SetProgram(IProgram program);
void SetRasterizerDiscard(bool discard);
2019-10-13 06:02:07 +00:00
void SetRenderTargetColorMasks(uint[] componentMask);
void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
2019-12-29 17:41:50 +00:00
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);
2019-10-13 06:02:07 +00:00
void SetStencilTest(StencilTestDescriptor stencilTest);
2019-12-29 17:41:50 +00:00
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);
2019-10-13 06:02:07 +00:00
void SetViewports(int first, Viewport[] viewports);
void TextureBarrier();
void TextureBarrierTiled();
2019-10-13 06:02:07 +00:00
}
}