forked from Mirror/Ryujinx
3bd357045f
* Do not allow render targets not explicitly written by the fragment shader to be modified * Shader cache version bump * Remove blank lines * Avoid redundant color mask updates * HostShaderCacheEntry can be null * Avoid more redundant glColorMask calls * nit: Mask -> Masks * Fix currentComponentMask * More efficient way to update _currentComponentMasks
59 lines
1.5 KiB
C#
59 lines
1.5 KiB
C#
using Ryujinx.Common.Configuration;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.GAL
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{
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public interface IRenderer : IDisposable
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{
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event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
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bool PreferThreading { get; }
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IPipeline Pipeline { get; }
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IWindow Window { get; }
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void BackgroundContextAction(Action action, bool alwaysBackground = false);
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IShader CompileShader(ShaderStage stage, string code);
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BufferHandle CreateBuffer(int size);
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IProgram CreateProgram(IShader[] shaders, ShaderInfo info);
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ISampler CreateSampler(SamplerCreateInfo info);
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ITexture CreateTexture(TextureCreateInfo info, float scale);
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void CreateSync(ulong id);
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void DeleteBuffer(BufferHandle buffer);
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ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size);
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Capabilities GetCapabilities();
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IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info);
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void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
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void UpdateCounters();
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void PreFrame();
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ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved);
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void ResetCounter(CounterType type);
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void RunLoop(Action gpuLoop)
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{
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gpuLoop();
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}
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void WaitSync(ulong id);
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void Initialize(GraphicsDebugLevel logLevel);
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void Screenshot();
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}
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}
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