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jinx/Ryujinx.Graphics.GAL/IPipeline.cs

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using Ryujinx.Graphics.Shader;
using System;
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namespace Ryujinx.Graphics.GAL
{
public interface IPipeline
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{
void Barrier();
void BeginTransformFeedback(PrimitiveTopology topology);
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void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
void ClearRenderTargetDepthStencil(
float depthValue,
bool depthMask,
int stencilValue,
int stencilMask);
void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size);
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void DispatchCompute(int groupsX, int groupsY, int groupsZ);
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void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance);
void DrawIndexed(
int indexCount,
int instanceCount,
int firstIndex,
int firstVertex,
int firstInstance);
void EndTransformFeedback();
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void SetBlendState(int index, BlendDescriptor blend);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
void SetDepthClamp(bool clamp);
void SetDepthMode(DepthMode mode);
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void SetDepthTest(DepthTestDescriptor depthTest);
void SetFaceCulling(bool enable, Face face);
void SetFrontFace(FrontFace frontFace);
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void SetIndexBuffer(BufferRange buffer, IndexType type);
void SetImage(int index, ShaderStage stage, ITexture texture);
void SetLogicOpState(bool enable, LogicalOp op);
void SetOrigin(Origin origin);
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void SetPointSize(float size);
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void SetPrimitiveRestart(bool enable, int index);
void SetPrimitiveTopology(PrimitiveTopology topology);
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void SetProgram(IProgram program);
void SetRasterizerDiscard(bool discard);
void SetRenderTargetScale(float scale);
void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask);
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void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
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void SetSampler(int index, ShaderStage stage, ISampler sampler);
void SetScissorEnable(int index, bool enable);
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);
void SetTexture(int index, ShaderStage stage, ITexture texture);
void SetTransformFeedbackBuffer(int index, BufferRange buffer);
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void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
void SetUserClipDistance(int index, bool enableClip);
void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs);
void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers);
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void SetViewports(int first, ReadOnlySpan<Viewport> viewports);
void TextureBarrier();
void TextureBarrierTiled();
bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual);
bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual);
void EndHostConditionalRendering();
void UpdateRenderScale(ShaderStage stage, int textureCount);
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}
}