using Ryujinx.Graphics.Shader; using System; 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 CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size); 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 SetOrigin(Origin origin); void SetPointSize(float size); void SetPrimitiveRestart(bool enable, int index); void SetPrimitiveTopology(PrimitiveTopology topology); void SetProgram(IProgram program); void SetRasterizerDiscard(bool discard); void SetRenderTargetColorMasks(ReadOnlySpan 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 SetUserClipDistance(int index, bool enableClip); void SetVertexAttribs(ReadOnlySpan vertexAttribs); void SetVertexBuffers(ReadOnlySpan vertexBuffers); void SetViewports(int first, ReadOnlySpan viewports); void TextureBarrier(); void TextureBarrierTiled(); bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual); bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual); void EndHostConditionalRendering(); } }