Some code cleanup
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af8498d679
commit
654e617fe7
60 changed files with 432 additions and 591 deletions
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@ -1,33 +1,10 @@
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using Ryujinx.Graphics.GAL.Blend;
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using Ryujinx.Graphics.GAL.Color;
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using Ryujinx.Graphics.GAL.DepthStencil;
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using Ryujinx.Graphics.GAL.InputAssembler;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.GAL
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{
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public interface IPipeline
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{
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void BindBlendState(int index, BlendDescriptor blend);
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void BindIndexBuffer(BufferRange buffer, IndexType type);
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void BindImage(int index, ShaderStage stage, ITexture texture);
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void BindProgram(IProgram program);
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void BindSampler(int index, ShaderStage stage, ISampler sampler);
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void BindTexture(int index, ShaderStage stage, ITexture texture);
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void BindStorageBuffer(int index, ShaderStage stage, BufferRange buffer);
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void BindUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
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void BindVertexAttribs(VertexAttribDescriptor[] vertexAttribs);
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void BindVertexBuffers(VertexBufferDescriptor[] vertexBuffers);
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void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
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void ClearRenderTargetColor(int index, uint componentMask, ColorSI color);
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void ClearRenderTargetColor(int index, uint componentMask, ColorUI color);
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void ClearRenderTargetDepthStencil(
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float depthValue,
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@ -35,7 +12,7 @@ namespace Ryujinx.Graphics.GAL
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int stencilValue,
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int stencilMask);
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void Dispatch(int groupsX, int groupsY, int groupsZ);
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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);
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void DrawIndexed(
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@ -45,6 +22,8 @@ namespace Ryujinx.Graphics.GAL
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int firstVertex,
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int firstInstance);
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void SetBlendState(int index, BlendDescriptor blend);
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void SetBlendColor(ColorF color);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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@ -57,16 +36,33 @@ namespace Ryujinx.Graphics.GAL
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void SetFrontFace(FrontFace frontFace);
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void SetIndexBuffer(BufferRange buffer, IndexType type);
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void SetImage(int index, ShaderStage stage, ITexture texture);
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void SetPrimitiveRestart(bool enable, int index);
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void SetPrimitiveTopology(PrimitiveTopology topology);
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void SetProgram(IProgram program);
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void SetRenderTargetColorMasks(uint[] componentMask);
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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);
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void SetTexture(int index, ShaderStage stage, ITexture texture);
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void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
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void SetVertexAttribs(VertexAttribDescriptor[] vertexAttribs);
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void SetVertexBuffers(VertexBufferDescriptor[] vertexBuffers);
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void SetViewports(int first, Viewport[] viewports);
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void TextureBarrier();
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