Ryujinx/Ryujinx.Graphics.GAL/IPipeline.cs
riperiperi cd48576f58
Implement Counter Queue and Partial Host Conditional Rendering (#1167)
* Implementation of query queue and host conditional rendering

* Resolve some comments.

* Use overloads instead of passing object.

* Wake the consumer threads when incrementing syncpoints.

Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread.

* Ensure there's a command between begin and end query.
2020-05-04 12:24:59 +10:00

83 lines
2.7 KiB
C#

using Ryujinx.Graphics.Shader;
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 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 SetPointSize(float size);
void SetPrimitiveRestart(bool enable, int index);
void SetPrimitiveTopology(PrimitiveTopology topology);
void SetProgram(IProgram program);
void SetRasterizerDiscard(bool discard);
void SetRenderTargetColorMasks(uint[] 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(VertexAttribDescriptor[] vertexAttribs);
void SetVertexBuffers(VertexBufferDescriptor[] vertexBuffers);
void SetViewports(int first, Viewport[] viewports);
void TextureBarrier();
void TextureBarrierTiled();
bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual);
bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual);
void EndHostConditionalRendering();
}
}