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Ryujinx/Ryujinx.Graphics/Gal/IGalRasterizer.cs
ReinUsesLisp 5fe0bc584b Send data to OpenGL host without client-side copies (#285)
* Directly send host address to buffer data

* Cleanup OGLShader

* Directly copy vertex and index data too

* Revert shader bind "cache"

* Address feedback
2018-07-19 16:02:51 -03:00

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1.6 KiB
C#

using System;
namespace Ryujinx.Graphics.Gal
{
public interface IGalRasterizer
{
void LockCaches();
void UnlockCaches();
void ClearBuffers(GalClearBufferFlags Flags);
bool IsVboCached(long Key, long DataSize);
bool IsIboCached(long Key, long DataSize);
void SetFrontFace(GalFrontFace FrontFace);
void EnableCullFace();
void DisableCullFace();
void SetCullFace(GalCullFace CullFace);
void EnableDepthTest();
void DisableDepthTest();
void SetDepthFunction(GalComparisonOp Func);
void SetClearDepth(float Depth);
void EnableStencilTest();
void DisableStencilTest();
void SetStencilFunction(bool IsFrontFace, GalComparisonOp Func, int Ref, int Mask);
void SetStencilOp(bool IsFrontFace, GalStencilOp Fail, GalStencilOp ZFail, GalStencilOp ZPass);
void SetStencilMask(bool IsFrontFace, int Mask);
void SetClearStencil(int Stencil);
void EnablePrimitiveRestart();
void DisablePrimitiveRestart();
void SetPrimitiveRestartIndex(uint Index);
void CreateVbo(long Key, int DataSize, IntPtr HostAddress);
void CreateIbo(long Key, int DataSize, IntPtr HostAddress);
void SetVertexArray(int Stride, long VboKey, GalVertexAttrib[] Attribs);
void SetIndexArray(int Size, GalIndexFormat Format);
void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType);
void DrawElements(long IboKey, int First, int VertexBase, GalPrimitiveType PrimType);
}
}