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+using Ryujinx.Graphics.Device;
+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Engine.GPFifo;
+using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
+using Ryujinx.Graphics.Gpu.Engine.Threed.Blender;
+using System;
+using System.Collections.Generic;
+using System.Runtime.CompilerServices;
+
+namespace Ryujinx.Graphics.Gpu.Engine.Threed
+{
+ /// <summary>
+ /// Represents a 3D engine class.
+ /// </summary>
+ class ThreedClass : IDeviceState
+ {
+ private readonly GpuContext _context;
+ private readonly GPFifoClass _fifoClass;
+ private readonly DeviceStateWithShadow<ThreedClassState> _state;
+
+ private readonly InlineToMemoryClass _i2mClass;
+ private readonly AdvancedBlendManager _blendManager;
+ private readonly DrawManager _drawManager;
+ private readonly SemaphoreUpdater _semaphoreUpdater;
+ private readonly ConstantBufferUpdater _cbUpdater;
+ private readonly StateUpdater _stateUpdater;
+
+ /// <summary>
+ /// Creates a new instance of the 3D engine class.
+ /// </summary>
+ /// <param name="context">GPU context</param>
+ /// <param name="channel">GPU channel</param>
+ public ThreedClass(GpuContext context, GpuChannel channel, GPFifoClass fifoClass)
+ {
+ _context = context;
+ _fifoClass = fifoClass;
+ _state = new DeviceStateWithShadow<ThreedClassState>(new Dictionary<string, RwCallback>
+ {
+ { nameof(ThreedClassState.LaunchDma), new RwCallback(LaunchDma, null) },
+ { nameof(ThreedClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
+ { nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
+ { nameof(ThreedClassState.InvalidateSamplerCacheNoWfi), new RwCallback(InvalidateSamplerCacheNoWfi, null) },
+ { nameof(ThreedClassState.InvalidateTextureHeaderCacheNoWfi), new RwCallback(InvalidateTextureHeaderCacheNoWfi, null) },
+ { nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
+ { nameof(ThreedClassState.LoadBlendUcodeStart), new RwCallback(LoadBlendUcodeStart, null) },
+ { nameof(ThreedClassState.LoadBlendUcodeInstruction), new RwCallback(LoadBlendUcodeInstruction, null) },
+ { nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
+ { nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
+ { nameof(ThreedClassState.DrawVertexArrayBeginEndInstanceFirst), new RwCallback(DrawVertexArrayBeginEndInstanceFirst, null) },
+ { nameof(ThreedClassState.DrawVertexArrayBeginEndInstanceSubsequent), new RwCallback(DrawVertexArrayBeginEndInstanceSubsequent, null) },
+ { nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
+ { nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
+ { nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
+ { nameof(ThreedClassState.ResetCounter), new RwCallback(ResetCounter, null) },
+ { nameof(ThreedClassState.RenderEnableCondition), new RwCallback(null, Zero) },
+ { nameof(ThreedClassState.DrawEnd), new RwCallback(DrawEnd, null) },
+ { nameof(ThreedClassState.DrawBegin), new RwCallback(DrawBegin, null) },
+ { nameof(ThreedClassState.DrawIndexBuffer32BeginEndInstanceFirst), new RwCallback(DrawIndexBuffer32BeginEndInstanceFirst, null) },
+ { nameof(ThreedClassState.DrawIndexBuffer16BeginEndInstanceFirst), new RwCallback(DrawIndexBuffer16BeginEndInstanceFirst, null) },
+ { nameof(ThreedClassState.DrawIndexBuffer8BeginEndInstanceFirst), new RwCallback(DrawIndexBuffer8BeginEndInstanceFirst, null) },
+ { nameof(ThreedClassState.DrawIndexBuffer32BeginEndInstanceSubsequent), new RwCallback(DrawIndexBuffer32BeginEndInstanceSubsequent, null) },
+ { nameof(ThreedClassState.DrawIndexBuffer16BeginEndInstanceSubsequent), new RwCallback(DrawIndexBuffer16BeginEndInstanceSubsequent, null) },
+ { nameof(ThreedClassState.DrawIndexBuffer8BeginEndInstanceSubsequent), new RwCallback(DrawIndexBuffer8BeginEndInstanceSubsequent, null) },
+ { nameof(ThreedClassState.IndexBufferCount), new RwCallback(SetIndexBufferCount, null) },
+ { nameof(ThreedClassState.Clear), new RwCallback(Clear, null) },
+ { nameof(ThreedClassState.SemaphoreControl), new RwCallback(Report, null) },
+ { nameof(ThreedClassState.SetFalcon04), new RwCallback(SetFalcon04, null) },
+ { nameof(ThreedClassState.UniformBufferUpdateData), new RwCallback(ConstantBufferUpdate, null) },
+ { nameof(ThreedClassState.UniformBufferBindVertex), new RwCallback(ConstantBufferBindVertex, null) },
+ { nameof(ThreedClassState.UniformBufferBindTessControl), new RwCallback(ConstantBufferBindTessControl, null) },
+ { nameof(ThreedClassState.UniformBufferBindTessEvaluation), new RwCallback(ConstantBufferBindTessEvaluation, null) },
+ { nameof(ThreedClassState.UniformBufferBindGeometry), new RwCallback(ConstantBufferBindGeometry, null) },
+ { nameof(ThreedClassState.UniformBufferBindFragment), new RwCallback(ConstantBufferBindFragment, null) }
+ });
+
+ _i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
+
+ var spec = new SpecializationStateUpdater(context);
+ var drawState = new DrawState();
+
+ _drawManager = new DrawManager(context, channel, _state, drawState, spec);
+ _blendManager = new AdvancedBlendManager(_state);
+ _semaphoreUpdater = new SemaphoreUpdater(context, channel, _state);
+ _cbUpdater = new ConstantBufferUpdater(channel, _state);
+ _stateUpdater = new StateUpdater(context, channel, _state, drawState, _blendManager, spec);
+
+ // This defaults to "always", even without any register write.
+ // Reads just return 0, regardless of what was set there.
+ _state.State.RenderEnableCondition = Condition.Always;
+ }
+
+ /// <summary>
+ /// Reads data from the class registers.
+ /// </summary>
+ /// <param name="offset">Register byte offset</param>
+ /// <returns>Data at the specified offset</returns>
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public int Read(int offset) => _state.Read(offset);
+
+ /// <summary>
+ /// Writes data to the class registers.
+ /// </summary>
+ /// <param name="offset">Register byte offset</param>
+ /// <param name="data">Data to be written</param>
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public void Write(int offset, int data)
+ {
+ _state.WriteWithRedundancyCheck(offset, data, out bool valueChanged);
+
+ if (valueChanged)
+ {
+ _stateUpdater.SetDirty(offset);
+ }
+ }
+
+ /// <summary>
+ /// Sets the shadow ram control value of all sub-channels.
+ /// </summary>
+ /// <param name="control">New shadow ram control value</param>
+ public void SetShadowRamControl(int control)
+ {
+ _state.State.SetMmeShadowRamControl = (uint)control;
+ }
+
+ /// <summary>
+ /// Updates current host state for all registers modified since the last call to this method.
+ /// </summary>
+ public void UpdateState()
+ {
+ _fifoClass.CreatePendingSyncs();
+ _cbUpdater.FlushUboDirty();
+ _stateUpdater.Update();
+ }
+
+ /// <summary>
+ /// Updates current host state for all registers modified since the last call to this method.
+ /// </summary>
+ /// <param name="mask">Mask where each bit set indicates that the respective state group index should be checked</param>
+ public void UpdateState(ulong mask)
+ {
+ _stateUpdater.Update(mask);
+ }
+
+ /// <summary>
+ /// Updates render targets (color and depth-stencil buffers) based on current render target state.
+ /// </summary>
+ /// <param name="updateFlags">Flags indicating which render targets should be updated and how</param>
+ /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
+ public void UpdateRenderTargetState(RenderTargetUpdateFlags updateFlags, int singleUse = -1)
+ {
+ _stateUpdater.UpdateRenderTargetState(updateFlags, singleUse);
+ }
+
+ /// <summary>
+ /// Updates scissor based on current render target state.
+ /// </summary>
+ public void UpdateScissorState()
+ {
+ _stateUpdater.UpdateScissorState();
+ }
+
+ /// <summary>
+ /// Marks the entire state as dirty, forcing a full host state update before the next draw.
+ /// </summary>
+ public void ForceStateDirty()
+ {
+ _drawManager.ForceStateDirty();
+ _stateUpdater.SetAllDirty();
+ }
+
+ /// <summary>
+ /// Marks the specified register offset as dirty, forcing the associated state to update on the next draw.
+ /// </summary>
+ /// <param name="offset">Register offset</param>
+ public void ForceStateDirty(int offset)
+ {
+ _stateUpdater.SetDirty(offset);
+ }
+
+ /// <summary>
+ /// Forces the shaders to be rebound on the next draw.
+ /// </summary>
+ public void ForceShaderUpdate()
+ {
+ _stateUpdater.ForceShaderUpdate();
+ }
+
+ /// <summary>
+ /// Create any syncs from WaitForIdle command that are currently pending.
+ /// </summary>
+ public void CreatePendingSyncs()
+ {
+ _fifoClass.CreatePendingSyncs();
+ }
+
+ /// <summary>
+ /// Flushes any queued UBO updates.
+ /// </summary>
+ public void FlushUboDirty()
+ {
+ _cbUpdater.FlushUboDirty();
+ }
+
+ /// <summary>
+ /// Perform any deferred draws.
+ /// </summary>
+ public void PerformDeferredDraws()
+ {
+ _drawManager.PerformDeferredDraws();
+ }
+
+ /// <summary>
+ /// Updates the currently bound constant buffer.
+ /// </summary>
+ /// <param name="data">Data to be written to the buffer</param>
+ public void ConstantBufferUpdate(ReadOnlySpan<int> data)
+ {
+ _cbUpdater.Update(data);
+ }
+
+ /// <summary>
+ /// Launches the Inline-to-Memory DMA copy operation.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void LaunchDma(int argument)
+ {
+ _i2mClass.LaunchDma(ref Unsafe.As<ThreedClassState, InlineToMemoryClassState>(ref _state.State), argument);
+ }
+
+ /// <summary>
+ /// Pushes a block of data to the Inline-to-Memory engine.
+ /// </summary>
+ /// <param name="data">Data to push</param>
+ public void LoadInlineData(ReadOnlySpan<int> data)
+ {
+ _i2mClass.LoadInlineData(data);
+ }
+
+ /// <summary>
+ /// Pushes a word of data to the Inline-to-Memory engine.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void LoadInlineData(int argument)
+ {
+ _i2mClass.LoadInlineData(argument);
+ }
+
+ /// <summary>
+ /// Performs an incrementation on a syncpoint.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ public void IncrementSyncpoint(int argument)
+ {
+ uint syncpointId = (uint)argument & 0xFFFF;
+
+ _context.AdvanceSequence();
+ _context.CreateHostSyncIfNeeded(true, true);
+ _context.Renderer.UpdateCounters(); // Poll the query counters, the game may want an updated result.
+ _context.Synchronization.IncrementSyncpoint(syncpointId);
+ }
+
+ /// <summary>
+ /// Invalidates the cache with the sampler descriptors from the sampler pool.
+ /// </summary>
+ /// <param name="argument">Method call argument (unused)</param>
+ private void InvalidateSamplerCacheNoWfi(int argument)
+ {
+ _context.AdvanceSequence();
+ }
+
+ /// <summary>
+ /// Invalidates the cache with the texture descriptors from the texture pool.
+ /// </summary>
+ /// <param name="argument">Method call argument (unused)</param>
+ private void InvalidateTextureHeaderCacheNoWfi(int argument)
+ {
+ _context.AdvanceSequence();
+ }
+
+ /// <summary>
+ /// Issues a texture barrier.
+ /// This waits until previous texture writes from the GPU to finish, before
+ /// performing new operations with said textures.
+ /// </summary>
+ /// <param name="argument">Method call argument (unused)</param>
+ private void TextureBarrier(int argument)
+ {
+ _context.Renderer.Pipeline.TextureBarrier();
+ }
+
+ /// <summary>
+ /// Sets the start offset of the blend microcode in memory.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void LoadBlendUcodeStart(int argument)
+ {
+ _blendManager.LoadBlendUcodeStart(argument);
+ }
+
+ /// <summary>
+ /// Pushes one word of blend microcode.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void LoadBlendUcodeInstruction(int argument)
+ {
+ _blendManager.LoadBlendUcodeInstruction(argument);
+ }
+
+ /// <summary>
+ /// Issues a texture barrier.
+ /// This waits until previous texture writes from the GPU to finish, before
+ /// performing new operations with said textures.
+ /// This performs a per-tile wait, it is only valid if both the previous write
+ /// and current access has the same access patterns.
+ /// This may be faster than the regular barrier on tile-based rasterizers.
+ /// </summary>
+ /// <param name="argument">Method call argument (unused)</param>
+ private void TextureBarrierTiled(int argument)
+ {
+ _context.Renderer.Pipeline.TextureBarrierTiled();
+ }
+
+ /// <summary>
+ /// Draws a texture, without needing to specify shader programs.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void DrawTexture(int argument)
+ {
+ _drawManager.DrawTexture(this, argument);
+ }
+
+ /// <summary>
+ /// Performs a non-indexed draw with the specified topology, index and count.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void DrawVertexArrayBeginEndInstanceFirst(int argument)
+ {
+ _drawManager.DrawVertexArrayBeginEndInstanceFirst(this, argument);
+ }
+
+ /// <summary>
+ /// Performs a non-indexed draw with the specified topology, index and count,
+ /// while incrementing the current instance.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void DrawVertexArrayBeginEndInstanceSubsequent(int argument)
+ {
+ _drawManager.DrawVertexArrayBeginEndInstanceSubsequent(this, argument);
+ }
+
+ /// <summary>
+ /// Pushes four 8-bit index buffer elements.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void VbElementU8(int argument)
+ {
+ _drawManager.VbElementU8(argument);
+ }
+
+ /// <summary>
+ /// Pushes two 16-bit index buffer elements.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void VbElementU16(int argument)
+ {
+ _drawManager.VbElementU16(argument);
+ }
+
+ /// <summary>
+ /// Pushes one 32-bit index buffer element.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void VbElementU32(int argument)
+ {
+ _drawManager.VbElementU32(argument);
+ }
+
+ /// <summary>
+ /// Resets the value of an internal GPU counter back to zero.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void ResetCounter(int argument)
+ {
+ _semaphoreUpdater.ResetCounter(argument);
+ }
+
+ /// <summary>
+ /// Finishes the draw call.
+ /// This draws geometry on the bound buffers based on the current GPU state.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void DrawEnd(int argument)
+ {
+ _drawManager.DrawEnd(this, argument);
+ }
+
+ /// <summary>
+ /// Starts draw.
+ /// This sets primitive type and instanced draw parameters.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void DrawBegin(int argument)
+ {
+ _drawManager.DrawBegin(argument);
+ }
+
+ /// <summary>
+ /// Sets the index buffer count.
+ /// This also sets internal state that indicates that the next draw is an indexed draw.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void SetIndexBufferCount(int argument)
+ {
+ _drawManager.SetIndexBufferCount(argument);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with 8-bit index buffer elements.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void DrawIndexBuffer8BeginEndInstanceFirst(int argument)
+ {
+ _drawManager.DrawIndexBuffer8BeginEndInstanceFirst(this, argument);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with 16-bit index buffer elements.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void DrawIndexBuffer16BeginEndInstanceFirst(int argument)
+ {
+ _drawManager.DrawIndexBuffer16BeginEndInstanceFirst(this, argument);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with 32-bit index buffer elements.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void DrawIndexBuffer32BeginEndInstanceFirst(int argument)
+ {
+ _drawManager.DrawIndexBuffer32BeginEndInstanceFirst(this, argument);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with 8-bit index buffer elements,
+ /// while also pre-incrementing the current instance value.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void DrawIndexBuffer8BeginEndInstanceSubsequent(int argument)
+ {
+ _drawManager.DrawIndexBuffer8BeginEndInstanceSubsequent(this, argument);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with 16-bit index buffer elements,
+ /// while also pre-incrementing the current instance value.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void DrawIndexBuffer16BeginEndInstanceSubsequent(int argument)
+ {
+ _drawManager.DrawIndexBuffer16BeginEndInstanceSubsequent(this, argument);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with 32-bit index buffer elements,
+ /// while also pre-incrementing the current instance value.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void DrawIndexBuffer32BeginEndInstanceSubsequent(int argument)
+ {
+ _drawManager.DrawIndexBuffer32BeginEndInstanceSubsequent(this, argument);
+ }
+
+ /// <summary>
+ /// Clears the current color and depth-stencil buffers.
+ /// Which buffers should be cleared is also specified on the argument.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void Clear(int argument)
+ {
+ _drawManager.Clear(this, argument);
+ }
+
+ /// <summary>
+ /// Writes a GPU counter to guest memory.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void Report(int argument)
+ {
+ _semaphoreUpdater.Report(argument);
+ }
+
+ /// <summary>
+ /// Performs high-level emulation of Falcon microcode function number "4".
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void SetFalcon04(int argument)
+ {
+ _state.State.SetMmeShadowScratch[0] = 1;
+ }
+
+ /// <summary>
+ /// Updates the uniform buffer data with inline data.
+ /// </summary>
+ /// <param name="argument">New uniform buffer data word</param>
+ private void ConstantBufferUpdate(int argument)
+ {
+ _cbUpdater.Update(argument);
+ }
+
+ /// <summary>
+ /// Binds a uniform buffer for the vertex shader stage.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void ConstantBufferBindVertex(int argument)
+ {
+ _cbUpdater.BindVertex(argument);
+ }
+
+ /// <summary>
+ /// Binds a uniform buffer for the tessellation control shader stage.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void ConstantBufferBindTessControl(int argument)
+ {
+ _cbUpdater.BindTessControl(argument);
+ }
+
+ /// <summary>
+ /// Binds a uniform buffer for the tessellation evaluation shader stage.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void ConstantBufferBindTessEvaluation(int argument)
+ {
+ _cbUpdater.BindTessEvaluation(argument);
+ }
+
+ /// <summary>
+ /// Binds a uniform buffer for the geometry shader stage.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void ConstantBufferBindGeometry(int argument)
+ {
+ _cbUpdater.BindGeometry(argument);
+ }
+
+ /// <summary>
+ /// Binds a uniform buffer for the fragment shader stage.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void ConstantBufferBindFragment(int argument)
+ {
+ _cbUpdater.BindFragment(argument);
+ }
+
+ /// <summary>
+ /// Generic register read function that just returns 0.
+ /// </summary>
+ /// <returns>Zero</returns>
+ private static int Zero()
+ {
+ return 0;
+ }
+
+ /// <summary>
+ /// Performs a indexed or non-indexed draw.
+ /// </summary>
+ /// <param name="topology">Primitive topology</param>
+ /// <param name="count">Index count for indexed draws, vertex count for non-indexed draws</param>
+ /// <param name="instanceCount">Instance count</param>
+ /// <param name="firstIndex">First index on the index buffer for indexed draws, ignored for non-indexed draws</param>
+ /// <param name="firstVertex">First vertex on the vertex buffer</param>
+ /// <param name="firstInstance">First instance</param>
+ /// <param name="indexed">True if the draw is indexed, false otherwise</param>
+ public void Draw(
+ PrimitiveTopology topology,
+ int count,
+ int instanceCount,
+ int firstIndex,
+ int firstVertex,
+ int firstInstance,
+ bool indexed)
+ {
+ _drawManager.Draw(this, topology, count, instanceCount, firstIndex, firstVertex, firstInstance, indexed);
+ }
+
+ /// <summary>
+ /// Performs a indirect draw, with parameters from a GPU buffer.
+ /// </summary>
+ /// <param name="topology">Primitive topology</param>
+ /// <param name="indirectBufferAddress">Address of the buffer with the draw parameters, such as count, first index, etc</param>
+ /// <param name="parameterBufferAddress">Address of the buffer with the draw count</param>
+ /// <param name="maxDrawCount">Maximum number of draws that can be made</param>
+ /// <param name="stride">Distance in bytes between each entry on the data pointed to by <paramref name="indirectBufferAddress"/></param>
+ /// <param name="indexCount">Maximum number of indices that the draw can consume</param>
+ /// <param name="drawType">Type of the indirect draw, which can be indexed or non-indexed, with or without a draw count</param>
+ public void DrawIndirect(
+ PrimitiveTopology topology,
+ ulong indirectBufferAddress,
+ ulong parameterBufferAddress,
+ int maxDrawCount,
+ int stride,
+ int indexCount,
+ IndirectDrawType drawType)
+ {
+ _drawManager.DrawIndirect(this, topology, indirectBufferAddress, parameterBufferAddress, maxDrawCount, stride, indexCount, drawType);
+ }
+
+ /// <summary>
+ /// Clears the current color and depth-stencil buffers.
+ /// Which buffers should be cleared can also specified with the arguments.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ /// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param>
+ public void Clear(int argument, int layerCount)
+ {
+ _drawManager.Clear(this, argument, layerCount);
+ }
+ }
+}