/ src / Ryujinx.Graphics.GAL / IPipeline.cs
IPipeline.cs
  1  using Ryujinx.Graphics.Shader;
  2  using System;
  3  
  4  namespace Ryujinx.Graphics.GAL
  5  {
  6      public interface IPipeline
  7      {
  8          void Barrier();
  9  
 10          void BeginTransformFeedback(PrimitiveTopology topology);
 11  
 12          void ClearBuffer(BufferHandle destination, int offset, int size, uint value);
 13  
 14          void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color);
 15  
 16          void ClearRenderTargetDepthStencil(
 17              int layer,
 18              int layerCount,
 19              float depthValue,
 20              bool depthMask,
 21              int stencilValue,
 22              int stencilMask);
 23  
 24          void CommandBufferBarrier();
 25  
 26          void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size);
 27  
 28          void DispatchCompute(int groupsX, int groupsY, int groupsZ);
 29  
 30          void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance);
 31          void DrawIndexed(
 32              int indexCount,
 33              int instanceCount,
 34              int firstIndex,
 35              int firstVertex,
 36              int firstInstance);
 37          void DrawIndexedIndirect(BufferRange indirectBuffer);
 38          void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride);
 39          void DrawIndirect(BufferRange indirectBuffer);
 40          void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride);
 41          void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion);
 42  
 43          void EndTransformFeedback();
 44  
 45          void SetAlphaTest(bool enable, float reference, CompareOp op);
 46  
 47          void SetBlendState(AdvancedBlendDescriptor blend);
 48          void SetBlendState(int index, BlendDescriptor blend);
 49  
 50          void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
 51          void SetDepthClamp(bool clamp);
 52          void SetDepthMode(DepthMode mode);
 53          void SetDepthTest(DepthTestDescriptor depthTest);
 54  
 55          void SetFaceCulling(bool enable, Face face);
 56  
 57          void SetFrontFace(FrontFace frontFace);
 58  
 59          void SetIndexBuffer(BufferRange buffer, IndexType type);
 60  
 61          void SetImage(ShaderStage stage, int binding, ITexture texture);
 62          void SetImageArray(ShaderStage stage, int binding, IImageArray array);
 63          void SetImageArraySeparate(ShaderStage stage, int setIndex, IImageArray array);
 64  
 65          void SetLineParameters(float width, bool smooth);
 66  
 67          void SetLogicOpState(bool enable, LogicalOp op);
 68  
 69          void SetMultisampleState(MultisampleDescriptor multisample);
 70  
 71          void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel);
 72          void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin);
 73  
 74          void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode);
 75  
 76          void SetPrimitiveRestart(bool enable, int index);
 77  
 78          void SetPrimitiveTopology(PrimitiveTopology topology);
 79  
 80          void SetProgram(IProgram program);
 81  
 82          void SetRasterizerDiscard(bool discard);
 83  
 84          void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask);
 85          void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
 86  
 87          void SetScissors(ReadOnlySpan<Rectangle<int>> regions);
 88  
 89          void SetStencilTest(StencilTestDescriptor stencilTest);
 90  
 91          void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers);
 92  
 93          void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler);
 94          void SetTextureArray(ShaderStage stage, int binding, ITextureArray array);
 95          void SetTextureArraySeparate(ShaderStage stage, int setIndex, ITextureArray array);
 96  
 97          void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers);
 98          void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers);
 99  
100          void SetUserClipDistance(int index, bool enableClip);
101  
102          void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs);
103          void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers);
104  
105          void SetViewports(ReadOnlySpan<Viewport> viewports);
106  
107          void TextureBarrier();
108          void TextureBarrierTiled();
109  
110          bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual);
111          bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual);
112          void EndHostConditionalRendering();
113      }
114  }