JinxRyu/Ryujinx.Graphics.GAL/IRenderer.cs
Mary 48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00

44 lines
1.2 KiB
C#

using Ryujinx.Common.Configuration;
using Ryujinx.Graphics.Shader;
using System;
namespace Ryujinx.Graphics.GAL
{
public interface IRenderer : IDisposable
{
IPipeline Pipeline { get; }
IWindow Window { get; }
void BackgroundContextAction(Action action);
IShader CompileShader(ShaderStage stage, string code);
BufferHandle CreateBuffer(int size);
IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors);
ISampler CreateSampler(SamplerCreateInfo info);
ITexture CreateTexture(TextureCreateInfo info, float scale);
void DeleteBuffer(BufferHandle buffer);
byte[] GetBufferData(BufferHandle buffer, int offset, int size);
Capabilities GetCapabilities();
IProgram LoadProgramBinary(byte[] programBinary);
void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
void UpdateCounters();
void PreFrame();
ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler);
void ResetCounter(CounterType type);
void Initialize(GraphicsDebugLevel logLevel);
}
}