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jinx/Ryujinx.Graphics/Gal/IGalRenderer.cs

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using System;
using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal
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{
public unsafe interface IGalRenderer
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{
void QueueAction(Action ActionMthd);
void RunActions();
void InitializeFrameBuffer();
void ResetFrameBuffer();
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void Render();
void SetWindowSize(int Width, int Height);
void SetFrameBuffer(
byte* Fb,
int Width,
int Height,
float ScaleX,
float ScaleY,
float OffsX,
float OffsY,
float Rotate);
//Blend
void SetBlendEnable(bool Enable);
void SetBlend(
GalBlendEquation Equation,
GalBlendFactor FuncSrc,
GalBlendFactor FuncDst);
void SetBlendSeparate(
GalBlendEquation EquationRgb,
GalBlendEquation EquationAlpha,
GalBlendFactor FuncSrcRgb,
GalBlendFactor FuncDstRgb,
GalBlendFactor FuncSrcAlpha,
GalBlendFactor FuncDstAlpha);
//Frame Buffer
void SetFb(int FbIndex, int Width, int Height);
void BindFrameBuffer(int FbIndex);
void DrawFrameBuffer(int FbIndex);
//Rasterizer
void ClearBuffers(int RtIndex, GalClearBufferFlags Flags);
void SetVertexArray(int VbIndex, int Stride, byte[] Buffer, GalVertexAttrib[] Attribs);
void SetIndexArray(byte[] Buffer, GalIndexFormat Format);
void DrawArrays(int VbIndex, GalPrimitiveType PrimType);
void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType);
//Shader
void CreateShader(long Tag, GalShaderType Type, byte[] Data);
IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag);
void SetConstBuffer(long Tag, int Cbuf, byte[] Data);
void SetUniform1(string UniformName, int Value);
void BindShader(long Tag);
void BindProgram();
//Texture
void SetTexture(int Index, GalTexture Tex);
void SetSampler(int Index, GalTextureSampler Sampler);
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}
}