Ryujinx/src/Ryujinx.Graphics.GAL/IPipeline.cs
gdkchan 53d096e392
Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend

* Pass texture set index everywhere

* Key textures using set and binding (rather than just binding)

* Start using extra sets for array textures

* Shader cache version bump

* Separate new commands, some PR feedback

* Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array

* Move bind extra sets logic to new method

* Should only use separate array is MaximumExtraSets is not zero

* Format whitespace
2024-05-26 13:30:19 -03:00

115 lines
4.5 KiB
C#

using Ryujinx.Graphics.Shader;
using System;
namespace Ryujinx.Graphics.GAL
{
public interface IPipeline
{
void Barrier();
void BeginTransformFeedback(PrimitiveTopology topology);
void ClearBuffer(BufferHandle destination, int offset, int size, uint value);
void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color);
void ClearRenderTargetDepthStencil(
int layer,
int layerCount,
float depthValue,
bool depthMask,
int stencilValue,
int stencilMask);
void CommandBufferBarrier();
void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size);
void DispatchCompute(int groupsX, int groupsY, int groupsZ);
void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance);
void DrawIndexed(
int indexCount,
int instanceCount,
int firstIndex,
int firstVertex,
int firstInstance);
void DrawIndexedIndirect(BufferRange indirectBuffer);
void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride);
void DrawIndirect(BufferRange indirectBuffer);
void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride);
void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion);
void EndTransformFeedback();
void SetAlphaTest(bool enable, float reference, CompareOp op);
void SetBlendState(AdvancedBlendDescriptor blend);
void SetBlendState(int index, BlendDescriptor blend);
void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
void SetDepthClamp(bool clamp);
void SetDepthMode(DepthMode mode);
void SetDepthTest(DepthTestDescriptor depthTest);
void SetFaceCulling(bool enable, Face face);
void SetFrontFace(FrontFace frontFace);
void SetIndexBuffer(BufferRange buffer, IndexType type);
void SetImage(ShaderStage stage, int binding, ITexture texture, Format imageFormat);
void SetImageArray(ShaderStage stage, int binding, IImageArray array);
void SetImageArraySeparate(ShaderStage stage, int setIndex, IImageArray array);
void SetLineParameters(float width, bool smooth);
void SetLogicOpState(bool enable, LogicalOp op);
void SetMultisampleState(MultisampleDescriptor multisample);
void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel);
void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin);
void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode);
void SetPrimitiveRestart(bool enable, int index);
void SetPrimitiveTopology(PrimitiveTopology topology);
void SetProgram(IProgram program);
void SetRasterizerDiscard(bool discard);
void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask);
void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
void SetScissors(ReadOnlySpan<Rectangle<int>> regions);
void SetStencilTest(StencilTestDescriptor stencilTest);
void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers);
void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler);
void SetTextureArray(ShaderStage stage, int binding, ITextureArray array);
void SetTextureArraySeparate(ShaderStage stage, int setIndex, ITextureArray array);
void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers);
void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers);
void SetUserClipDistance(int index, bool enableClip);
void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs);
void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers);
void SetViewports(ReadOnlySpan<Viewport> viewports);
void TextureBarrier();
void TextureBarrierTiled();
bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual);
bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual);
void EndHostConditionalRendering();
}
}