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https://github.com/ryujinx-mirror/ryujinx.git
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f1d1670b0b
* Implement HLE macro for DrawElementsIndirect * Shader cache version bump * Use GL_ARB_shader_draw_parameters extension on OpenGL * Fix DrawIndexedIndirectCount on Vulkan when extension is not supported * Implement DrawIndex * Alignment * Fix some validation errors * Rename BaseIds to DrawParameters * Fix incorrect index buffer and vertex buffer size in some cases * Add HLE macros for DrawArraysInstanced and DrawElementsInstanced * Perform a regular draw when indirect data is not modified * Use non-indirect draw methods if indirect buffer was not GPU modified * Only check if draw parameters match if the shader actually uses them * Expose Macro HLE setting on GUI * Reset FirstVertex and FirstInstance after draw * Update shader cache version again since some people already tested this * PR feedback Co-authored-by: riperiperi <rhy3756547@hotmail.com>
112 lines
4.2 KiB
C#
112 lines
4.2 KiB
C#
using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.GAL
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{
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public interface IPipeline
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{
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void Barrier();
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void BeginTransformFeedback(PrimitiveTopology topology);
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void ClearBuffer(BufferHandle destination, int offset, int size, uint value);
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void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color);
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void ClearRenderTargetDepthStencil(
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int layer,
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int layerCount,
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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 CommandBufferBarrier();
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void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size);
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void DispatchCompute(int groupsX, int groupsY, int groupsZ);
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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 DrawIndexedIndirect(BufferRange indirectBuffer);
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void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride);
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void DrawIndirect(BufferRange indirectBuffer);
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void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride);
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void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion);
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void EndTransformFeedback();
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void SetAlphaTest(bool enable, float reference, CompareOp op);
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void SetBlendState(int index, BlendDescriptor blend);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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void SetDepthClamp(bool clamp);
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void SetDepthMode(DepthMode mode);
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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 SetIndexBuffer(BufferRange buffer, IndexType type);
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void SetImage(int binding, ITexture texture, Format imageFormat);
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void SetLineParameters(float width, bool smooth);
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void SetLogicOpState(bool enable, LogicalOp op);
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void SetMultisampleState(MultisampleDescriptor multisample);
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void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel);
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void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin);
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void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode);
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void SetPrimitiveRestart(bool enable, int index);
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void SetPrimitiveTopology(PrimitiveTopology topology);
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void SetProgram(IProgram program);
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void SetRasterizerDiscard(bool discard);
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void SetRenderTargetScale(float scale);
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void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask);
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void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
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void SetScissors(ReadOnlySpan<Rectangle<int>> regions);
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void SetStencilTest(StencilTestDescriptor stencilTest);
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void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers);
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void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler);
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void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers);
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void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers);
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void SetUserClipDistance(int index, bool enableClip);
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void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs);
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void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers);
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void SetViewports(ReadOnlySpan<Viewport> viewports, bool disableTransform);
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void TextureBarrier();
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void TextureBarrierTiled();
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bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual);
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bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual);
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void EndHostConditionalRendering();
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void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount);
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}
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}
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