726de8c46a
* 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
31 lines
No EOL
838 B
C#
31 lines
No EOL
838 B
C#
using System;
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namespace Ryujinx.Graphics.Gal
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{
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public interface IGalRasterizer
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{
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void LockCaches();
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void UnlockCaches();
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void ClearBuffers(
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GalClearBufferFlags Flags,
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int Attachment,
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float Red, float Green, float Blue, float Alpha,
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float Depth,
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int Stencil);
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bool IsVboCached(long Key, long DataSize);
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bool IsIboCached(long Key, long DataSize);
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void CreateVbo(long Key, int DataSize, IntPtr HostAddress);
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void CreateIbo(long Key, int DataSize, IntPtr HostAddress);
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void SetIndexArray(int Size, GalIndexFormat Format);
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void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType);
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void DrawElements(long IboKey, int First, int VertexBase, GalPrimitiveType PrimType);
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}
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} |