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Ryujinx/Ryujinx.Graphics.GAL/IPipeline.cs
riperiperi c2ac45adc5
Fix depth clamp enable bit, unit scale for polygon offset. (#1178)
Verified with deko3d and opengl driver code.
2020-04-30 11:47:24 +10:00

77 lines
2.4 KiB
C#

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