48f6570557
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
44 lines
1.2 KiB
C#
44 lines
1.2 KiB
C#
using Ryujinx.Common.Configuration;
|
|
using Ryujinx.Graphics.Shader;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.GAL
|
|
{
|
|
public interface IRenderer : IDisposable
|
|
{
|
|
IPipeline Pipeline { get; }
|
|
|
|
IWindow Window { get; }
|
|
|
|
void BackgroundContextAction(Action action);
|
|
|
|
IShader CompileShader(ShaderStage stage, string code);
|
|
|
|
BufferHandle CreateBuffer(int size);
|
|
|
|
IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors);
|
|
|
|
ISampler CreateSampler(SamplerCreateInfo info);
|
|
ITexture CreateTexture(TextureCreateInfo info, float scale);
|
|
|
|
void DeleteBuffer(BufferHandle buffer);
|
|
|
|
byte[] GetBufferData(BufferHandle buffer, int offset, int size);
|
|
|
|
Capabilities GetCapabilities();
|
|
|
|
IProgram LoadProgramBinary(byte[] programBinary);
|
|
|
|
void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
|
|
|
|
void UpdateCounters();
|
|
|
|
void PreFrame();
|
|
|
|
ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler);
|
|
|
|
void ResetCounter(CounterType type);
|
|
|
|
void Initialize(GraphicsDebugLevel logLevel);
|
|
}
|
|
}
|