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path: root/Ryujinx.Graphics.GAL/IGraphicsPipeline.cs
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-rw-r--r--Ryujinx.Graphics.GAL/IGraphicsPipeline.cs69
1 files changed, 69 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.GAL/IGraphicsPipeline.cs b/Ryujinx.Graphics.GAL/IGraphicsPipeline.cs
new file mode 100644
index 00000000..13e6ab1a
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+++ b/Ryujinx.Graphics.GAL/IGraphicsPipeline.cs
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+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 IGraphicsPipeline
+ {
+ void BindBlendState(int index, BlendDescriptor blend);
+
+ void BindIndexBuffer(BufferRange buffer, IndexType type);
+
+ void BindProgram(IProgram program);
+
+ void BindSampler(int index, ShaderStage stage, ISampler sampler);
+ void BindTexture(int index, ShaderStage stage, ITexture texture);
+
+ void BindStorageBuffers(int index, ShaderStage stage, BufferRange[] buffers);
+ void BindUniformBuffers(int index, ShaderStage stage, BufferRange[] buffers);
+
+ 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 Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance);
+ void DrawIndexed(
+ int indexCount,
+ int instanceCount,
+ int firstIndex,
+ int firstVertex,
+ int firstInstance);
+ void DrawIndirect (BufferRange buffer, ulong offset, int drawCount, int stride);
+ void DrawIndexedIndirect(BufferRange buffer, ulong offset, int drawCount, int stride);
+
+ 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 color3D, ITexture depthStencil);
+ void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
+
+ void SetStencilTest(StencilTestDescriptor stencilTest);
+
+ void SetViewports(int first, Viewport[] viewports);
+ }
+}