b9aa3966c0
interpreter, and a rewrite of the GPU code.
77 lines
2.1 KiB
C#
77 lines
2.1 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal
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{
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public unsafe interface IGalRenderer
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{
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void QueueAction(Action ActionMthd);
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void RunActions();
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void InitializeFrameBuffer();
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void ResetFrameBuffer();
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void Render();
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void SetWindowSize(int Width, int Height);
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void SetFrameBuffer(
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byte* Fb,
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int Width,
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int Height,
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float ScaleX,
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float ScaleY,
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float OffsX,
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float OffsY,
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float Rotate);
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//Blend
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void SetBlendEnable(bool Enable);
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void SetBlend(
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GalBlendEquation Equation,
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GalBlendFactor FuncSrc,
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GalBlendFactor FuncDst);
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void SetBlendSeparate(
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GalBlendEquation EquationRgb,
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GalBlendEquation EquationAlpha,
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GalBlendFactor FuncSrcRgb,
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GalBlendFactor FuncDstRgb,
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GalBlendFactor FuncSrcAlpha,
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GalBlendFactor FuncDstAlpha);
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//Frame Buffer
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void SetFb(int FbIndex, int Width, int Height);
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void BindFrameBuffer(int FbIndex);
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void DrawFrameBuffer(int FbIndex);
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//Rasterizer
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void ClearBuffers(int RtIndex, GalClearBufferFlags Flags);
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void SetVertexArray(int VbIndex, int Stride, byte[] Buffer, GalVertexAttrib[] Attribs);
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void SetIndexArray(byte[] Buffer, GalIndexFormat Format);
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void DrawArrays(int VbIndex, GalPrimitiveType PrimType);
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void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType);
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//Shader
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void CreateShader(long Tag, GalShaderType Type, byte[] Data);
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IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag);
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void SetConstBuffer(long Tag, int Cbuf, byte[] Data);
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void SetUniform1(string UniformName, int Value);
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void BindShader(long Tag);
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void BindProgram();
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//Texture
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void SetTexture(int Index, GalTexture Tex);
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void SetSampler(int Index, GalTextureSampler Sampler);
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}
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} |