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* Add multiple color outputs for fragment shaders * Add registers and gal enums * Use textures for framebuffers and split color and zeta framebuffers * Abstract texture and framebuffer targets as an image * Share images between framebuffers and textures * Unstub formats * Add some formats * Disable multiple attachments * Cache framebuffer attachments * Handle format types * Add some rendertarget formats * Code cleanup * Fixup half float types * Address feedback * Disable multiple attachments in shaders * Add A4B4G4R4 image format * Add reversed section for image enums
18 lines
429 B
C#
18 lines
429 B
C#
namespace Ryujinx.Graphics.Gal
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{
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public interface IGalTexture
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{
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void LockCache();
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void UnlockCache();
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void Create(long Key, byte[] Data, GalImage Image);
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void CreateFb(long Key, long Size, GalImage Image);
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bool TryGetCachedTexture(long Key, long DataSize, out GalImage Image);
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void Bind(long Key, int Index);
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void SetSampler(GalTextureSampler Sampler);
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}
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} |