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https://github.com/ryujinx-mirror/ryujinx.git
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231fae1a4c
* Initial implementation of the texture cache * Cache vertex and index data aswell, some cleanup * Improve handling of the cache by storing cached ranges on a list for each page * Delete old data from the caches automatically, ensure that the cache is cleaned when the mapping/size changes, and some general cleanup
90 lines
No EOL
2.5 KiB
C#
90 lines
No EOL
2.5 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal
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{
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public unsafe interface IGalRenderer
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{
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void QueueAction(Action ActionMthd);
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void RunActions();
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void Render();
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void SetWindowSize(int Width, int Height);
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//Blend
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void SetBlendEnable(bool Enable);
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void SetBlend(
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GalBlendEquation Equation,
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GalBlendFactor FuncSrc,
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GalBlendFactor FuncDst);
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void SetBlendSeparate(
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GalBlendEquation EquationRgb,
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GalBlendEquation EquationAlpha,
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GalBlendFactor FuncSrcRgb,
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GalBlendFactor FuncDstRgb,
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GalBlendFactor FuncSrcAlpha,
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GalBlendFactor FuncDstAlpha);
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//Frame Buffer
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void CreateFrameBuffer(long Tag, int Width, int Height);
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void BindFrameBuffer(long Tag);
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void BindFrameBufferTexture(long Tag, int Index, GalTextureSampler Sampler);
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void SetFrameBuffer(long Tag);
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void SetFrameBuffer(byte[] Data, int Width, int Height);
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void SetFrameBufferTransform(float SX, float SY, float Rotate, float TX, float TY);
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void SetViewport(int X, int Y, int Width, int Height);
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void GetFrameBufferData(long Tag, Action<byte[]> Callback);
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//Rasterizer
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void ClearBuffers(int RtIndex, GalClearBufferFlags Flags);
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bool IsVboCached(long Tag, long DataSize);
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bool IsIboCached(long Tag, long DataSize);
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void CreateVbo(long Tag, byte[] Buffer);
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void CreateIbo(long Tag, byte[] Buffer);
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void SetVertexArray(int VbIndex, int Stride, long VboTag, GalVertexAttrib[] Attribs);
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void SetIndexArray(long Tag, int Size, GalIndexFormat Format);
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void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType);
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void DrawElements(long IboTag, int First, GalPrimitiveType PrimType);
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//Shader
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void CreateShader(IGalMemory Memory, long Tag, GalShaderType Type);
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IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag);
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void SetConstBuffer(long Tag, int Cbuf, byte[] Data);
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void SetUniform1(string UniformName, int Value);
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void SetUniform2F(string UniformName, float X, float Y);
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void BindShader(long Tag);
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void BindProgram();
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//Texture
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void SetTextureAndSampler(long Tag, byte[] Data, GalTexture Texture, GalTextureSampler Sampler);
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bool TryGetCachedTexture(long Tag, long DataSize, out GalTexture Texture);
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void BindTexture(long Tag, int Index);
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}
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} |