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jinx/Ryujinx.Graphics.GAL/IPipeline.cs

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using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.GAL
{
public interface IPipeline
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{
void Barrier();
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void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
void ClearRenderTargetDepthStencil(
float depthValue,
bool depthMask,
int stencilValue,
int stencilMask);
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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);
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void SetBlendState(int index, BlendDescriptor blend);
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void SetBlendColor(ColorF color);
void SetDepthBias(PolygonModeMask enables, float factor, float units, float 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);
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void SetPrimitiveRestart(bool enable, int index);
void SetPrimitiveTopology(PrimitiveTopology topology);
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void SetProgram(IProgram program);
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void SetRenderTargetColorMasks(uint[] componentMask);
void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
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void SetSampler(int index, ShaderStage stage, ISampler sampler);
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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 SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
void SetVertexAttribs(VertexAttribDescriptor[] vertexAttribs);
void SetVertexBuffers(VertexBufferDescriptor[] vertexBuffers);
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void SetViewports(int first, Viewport[] viewports);
void TextureBarrier();
void TextureBarrierTiled();
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}
}