2019-10-12 23:02:07 -07:00
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.GAL
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{
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2019-10-17 19:41:18 -07:00
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public interface IPipeline
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2019-10-12 23:02:07 -07:00
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{
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2020-01-12 14:12:40 -08:00
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void Barrier();
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2019-10-12 23:02:07 -07:00
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void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
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void ClearRenderTargetDepthStencil(
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float depthValue,
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bool depthMask,
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int stencilValue,
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int stencilMask);
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2019-12-29 09:41:50 -08:00
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void DispatchCompute(int groupsX, int groupsY, int groupsZ);
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2019-10-12 23:02:07 -07:00
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void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance);
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void DrawIndexed(
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int indexCount,
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int instanceCount,
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int firstIndex,
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int firstVertex,
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int firstInstance);
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void SetBlendState(int index, BlendDescriptor blend);
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2019-10-12 23:02:07 -07:00
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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2020-04-29 18:47:24 -07:00
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void SetDepthClamp(bool clamp);
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2019-12-06 20:54:28 -08:00
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void SetDepthMode(DepthMode mode);
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void SetDepthTest(DepthTestDescriptor depthTest);
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void SetFaceCulling(bool enable, Face face);
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void SetFrontFace(FrontFace frontFace);
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void SetIndexBuffer(BufferRange buffer, IndexType type);
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void SetImage(int index, ShaderStage stage, ITexture texture);
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2020-02-01 15:19:46 -08:00
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void SetPointSize(float size);
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2019-10-12 23:02:07 -07:00
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void SetPrimitiveRestart(bool enable, int index);
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void SetPrimitiveTopology(PrimitiveTopology topology);
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void SetProgram(IProgram program);
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2020-04-07 02:19:45 -07:00
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void SetRasterizerDiscard(bool discard);
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2019-10-12 23:02:07 -07:00
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void SetRenderTargetColorMasks(uint[] componentMask);
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void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
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2019-12-29 09:41:50 -08:00
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void SetSampler(int index, ShaderStage stage, ISampler sampler);
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2020-03-28 20:02:58 -07:00
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void SetScissorEnable(int index, bool enable);
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void SetScissor(int index, int x, int y, int width, int height);
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void SetStencilTest(StencilTestDescriptor stencilTest);
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void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer);
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void SetTexture(int index, ShaderStage stage, ITexture texture);
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void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
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void SetVertexAttribs(VertexAttribDescriptor[] vertexAttribs);
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void SetVertexBuffers(VertexBufferDescriptor[] vertexBuffers);
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void SetViewports(int first, Viewport[] viewports);
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void TextureBarrier();
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void TextureBarrierTiled();
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2019-10-12 23:02:07 -07:00
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}
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}
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