R/Ryujinx.Graphics.GAL/IRenderer.cs
riperiperi 458452279c
GPU: Track buffer migrations and flush source on incomplete copy (#3952)
* Track buffer migrations and flush source on incomplete copy

Makes sure that the modified range list is always from the latest iteration of the buffer, and flushes earlier iterations of a buffer if the data has not been migrated yet.

* Cleanup 1

* Reduce cost for redundant signal checks on Vulkan

* Only inherit the range list if there are pending ranges.

* Fix OpenGL

* Address Feedback

* Whoops
2022-12-01 16:30:13 +01:00

58 lines
1.5 KiB
C#

using Ryujinx.Common.Configuration;
using System;
namespace Ryujinx.Graphics.GAL
{
public interface IRenderer : IDisposable
{
event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
bool PreferThreading { get; }
IPipeline Pipeline { get; }
IWindow Window { get; }
void BackgroundContextAction(Action action, bool alwaysBackground = false);
BufferHandle CreateBuffer(int size);
IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info);
ISampler CreateSampler(SamplerCreateInfo info);
ITexture CreateTexture(TextureCreateInfo info, float scale);
void CreateSync(ulong id);
void DeleteBuffer(BufferHandle buffer);
ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size);
Capabilities GetCapabilities();
ulong GetCurrentSync();
HardwareInfo GetHardwareInfo();
IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info);
void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
void UpdateCounters();
void PreFrame();
ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved);
void ResetCounter(CounterType type);
void RunLoop(Action gpuLoop)
{
gpuLoop();
}
void WaitSync(ulong id);
void Initialize(GraphicsDebugLevel logLevel);
void Screenshot();
}
}