R/Ryujinx.Graphics/Gal/IGalRenderTarget.cs
ReinUsesLisp ce1d5be212 Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* Move GPU LLE emulation from HLE to Graphics

* Graphics: Move Gal/Texture to Texture

* Remove Engines/ directory and namespace

* Use tables for image formats

* Abstract OpCode decoding

* Simplify image table

* Do not leak Read* symbols in TextureReader

* Fixups

* Rename IGalFrameBuffer -> IGalRenderTarget

* Remove MaxBpp hardcoded value

* Change yet again texture data and add G8R8 flipping

* Rename GalFrameBufferFormat to GalSurfaceFormat

* Unident EnsureSetup in ImageHandler

* Add IsCompressed

* Address some feedback
2018-09-08 14:51:50 -03:00

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1.1 KiB
C#

using System;
namespace Ryujinx.Graphics.Gal
{
public interface IGalRenderTarget
{
void BindColor(long Key, int Attachment);
void UnbindColor(int Attachment);
void BindZeta(long Key);
void UnbindZeta();
void BindTexture(long Key, int Index);
void Set(long Key);
void Set(byte[] Data, int Width, int Height);
void SetMap(int[] Map);
void SetTransform(bool FlipX, bool FlipY, int Top, int Left, int Right, int Bottom);
void SetWindowSize(int Width, int Height);
void SetViewport(int X, int Y, int Width, int Height);
void Render();
void Copy(
long SrcKey,
long DstKey,
int SrcX0,
int SrcY0,
int SrcX1,
int SrcY1,
int DstX0,
int DstY0,
int DstX1,
int DstY1);
void GetBufferData(long Key, Action<byte[]> Callback);
void SetBufferData(
long Key,
int Width,
int Height,
byte[] Buffer);
}
}