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ryujinx-final/src/Ryujinx.Graphics.GAL/IRenderer.cs
riperiperi e18d258fa0
GPU: Pre-emptively flush textures that are flushed often (to imported memory when available) (#4711)
* WIP texture pre-flush

Improve performance of TextureView GetData to buffer

Fix copy/sync ordering

Fix minor bug

Make this actually work

WIP host mapping stuff

* Fix usage flags

* message

* Cleanup 1

* Fix rebase

* Fix

* Improve pre-flush rules

* Fix pre-flush

* A lot of cleanup

* Use the host memory bits

* Select the correct memory type

* Cleanup TextureGroupHandle

* Missing comment

* Remove debugging logs

* Revert BufferHandle _value access modifier

* One interrupt action at a time.

* Support D32S8 to D24S8 conversion, safeguards

* Interrupt cannot happen in sync handle's lock

Waitable needs to be checked twice now, but this should stop it from deadlocking.

* Remove unused using

* Address some feedback

* Address feedback

* Address more feedback

* Address more feedback

* Improve sync rules

Should allow for faster sync in some cases.
2023-05-01 16:05:12 -03:00

68 lines
1.9 KiB
C#

using Ryujinx.Common.Configuration;
using System;
namespace Ryujinx.Graphics.GAL
{
public interface IRenderer : IDisposable
{
event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
bool PreferThreading { get; }
IPipeline Pipeline { get; }
IWindow Window { get; }
void BackgroundContextAction(Action action, bool alwaysBackground = false);
BufferHandle CreateBuffer(int size, BufferHandle storageHint);
BufferHandle CreateBuffer(int size)
{
return CreateBuffer(size, BufferHandle.Null);
}
BufferHandle CreateBuffer(nint pointer, int size);
BufferHandle CreateBuffer(int size, BufferAccess access);
IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info);
ISampler CreateSampler(SamplerCreateInfo info);
ITexture CreateTexture(TextureCreateInfo info, float scale);
bool PrepareHostMapping(nint address, ulong size);
void CreateSync(ulong id, bool strict);
void DeleteBuffer(BufferHandle buffer);
PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size);
Capabilities GetCapabilities();
ulong GetCurrentSync();
HardwareInfo GetHardwareInfo();
IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info);
void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
void UpdateCounters();
void PreFrame();
ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved);
void ResetCounter(CounterType type);
void RunLoop(Action gpuLoop)
{
gpuLoop();
}
void WaitSync(ulong id);
void Initialize(GraphicsDebugLevel logLevel);
void SetInterruptAction(Action<Action> interruptAction);
void Screenshot();
}
}