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https://github.com/ryujinx-mirror/ryujinx.git
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70 lines
2.5 KiB
C#
70 lines
2.5 KiB
C#
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using Ryujinx.Graphics.GAL.Blend;
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using Ryujinx.Graphics.GAL.Color;
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using Ryujinx.Graphics.GAL.DepthStencil;
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using Ryujinx.Graphics.GAL.InputAssembler;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.GAL
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{
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public interface IGraphicsPipeline
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{
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void BindBlendState(int index, BlendDescriptor blend);
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void BindIndexBuffer(BufferRange buffer, IndexType type);
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void BindProgram(IProgram program);
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void BindSampler(int index, ShaderStage stage, ISampler sampler);
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void BindTexture(int index, ShaderStage stage, ITexture texture);
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void BindStorageBuffers(int index, ShaderStage stage, BufferRange[] buffers);
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void BindUniformBuffers(int index, ShaderStage stage, BufferRange[] buffers);
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void BindVertexAttribs(VertexAttribDescriptor[] vertexAttribs);
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void BindVertexBuffers(VertexBufferDescriptor[] vertexBuffers);
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void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
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void ClearRenderTargetColor(int index, uint componentMask, ColorSI color);
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void ClearRenderTargetColor(int index, uint componentMask, ColorUI color);
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void ClearRenderTargetDepthStencil(
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float depthValue,
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bool depthMask,
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int stencilValue,
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int stencilMask);
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void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance);
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void DrawIndexed(
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int indexCount,
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int instanceCount,
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int firstIndex,
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int firstVertex,
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int firstInstance);
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void DrawIndirect (BufferRange buffer, ulong offset, int drawCount, int stride);
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void DrawIndexedIndirect(BufferRange buffer, ulong offset, int drawCount, int stride);
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void SetBlendColor(ColorF color);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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void SetDepthTest(DepthTestDescriptor depthTest);
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void SetFaceCulling(bool enable, Face face);
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void SetFrontFace(FrontFace frontFace);
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void SetPrimitiveRestart(bool enable, int index);
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void SetPrimitiveTopology(PrimitiveTopology topology);
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void SetRenderTargetColorMasks(uint[] componentMask);
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void SetRenderTargets(ITexture color3D, ITexture depthStencil);
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void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
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void SetStencilTest(StencilTestDescriptor stencilTest);
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void SetViewports(int first, Viewport[] viewports);
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}
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}
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