using Ryujinx.Graphics.GAL.Blend; using Ryujinx.Graphics.GAL.Color; using Ryujinx.Graphics.GAL.DepthStencil; using Ryujinx.Graphics.GAL.InputAssembler; using Ryujinx.Graphics.Shader; namespace Ryujinx.Graphics.GAL { public interface IPipeline { void BindBlendState(int index, BlendDescriptor blend); void BindIndexBuffer(BufferRange buffer, IndexType type); void BindImage(int index, ShaderStage stage, ITexture texture); void BindProgram(IProgram program); void BindSampler(int index, ShaderStage stage, ISampler sampler); void BindTexture(int index, ShaderStage stage, ITexture texture); void BindStorageBuffer(int index, ShaderStage stage, BufferRange buffer); void BindUniformBuffer(int index, ShaderStage stage, BufferRange buffer); void BindVertexAttribs(VertexAttribDescriptor[] vertexAttribs); void BindVertexBuffers(VertexBufferDescriptor[] vertexBuffers); void ClearRenderTargetColor(int index, uint componentMask, ColorF color); void ClearRenderTargetColor(int index, uint componentMask, ColorSI color); void ClearRenderTargetColor(int index, uint componentMask, ColorUI color); void ClearRenderTargetDepthStencil( float depthValue, bool depthMask, int stencilValue, int stencilMask); void Dispatch(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 SetBlendColor(ColorF color); void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp); void SetDepthTest(DepthTestDescriptor depthTest); void SetFaceCulling(bool enable, Face face); void SetFrontFace(FrontFace frontFace); void SetPrimitiveRestart(bool enable, int index); void SetPrimitiveTopology(PrimitiveTopology topology); void SetRenderTargetColorMasks(uint[] componentMask); void SetRenderTargets(ITexture[] colors, ITexture depthStencil); void SetStencilTest(StencilTestDescriptor stencilTest); void SetViewports(int first, Viewport[] viewports); void TextureBarrier(); void TextureBarrierTiled(); } }