31ed061bea
* WIP barrier batch * Add store op to image usage barrier * Dispose the barrier batch * Fix encoding? * Handle read and write on the load op barrier. Load op consumes read accesses but does not add one, as the only other operation that can read is another load. * Simplify null check * Insert barriers on program change in case stale bindings are reintroduced * Not sure how I messed this one up * Improve location of bindings barrier update This is also important for emergency deferred clear * Update src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs Co-authored-by: Mary Guillemard <thog@protonmail.com> --------- Co-authored-by: Mary Guillemard <thog@protonmail.com>
110 lines
4.1 KiB
C#
110 lines
4.1 KiB
C#
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 IPipeline
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{
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void Barrier();
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void BeginTransformFeedback(PrimitiveTopology topology);
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void ClearBuffer(BufferHandle destination, int offset, int size, uint value);
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void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color);
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void ClearRenderTargetDepthStencil(
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int layer,
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int layerCount,
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float depthValue,
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bool depthMask,
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int stencilValue,
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int stencilMask);
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void CommandBufferBarrier();
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void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size);
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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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int indexCount,
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int instanceCount,
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int firstIndex,
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int firstVertex,
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int firstInstance);
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void DrawIndexedIndirect(BufferRange indirectBuffer);
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void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride);
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void DrawIndirect(BufferRange indirectBuffer);
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void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride);
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void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion);
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void EndTransformFeedback();
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void SetAlphaTest(bool enable, float reference, CompareOp op);
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void SetBlendState(AdvancedBlendDescriptor blend);
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void SetBlendState(int index, BlendDescriptor blend);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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void SetDepthClamp(bool clamp);
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void SetDepthMode(DepthMode mode);
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void SetDepthTest(DepthTestDescriptor depthTest);
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void SetFaceCulling(bool enable, Face face);
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void SetFrontFace(FrontFace frontFace);
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void SetIndexBuffer(BufferRange buffer, IndexType type);
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void SetImage(ShaderStage stage, int binding, ITexture texture, Format imageFormat);
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void SetLineParameters(float width, bool smooth);
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void SetLogicOpState(bool enable, LogicalOp op);
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void SetMultisampleState(MultisampleDescriptor multisample);
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void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel);
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void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin);
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void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode);
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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 SetRasterizerDiscard(bool discard);
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void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask);
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void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
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void SetScissors(ReadOnlySpan<Rectangle<int>> regions);
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void SetStencilTest(StencilTestDescriptor stencilTest);
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void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers);
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void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler);
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void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers);
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void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers);
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void SetUserClipDistance(int index, bool enableClip);
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void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs);
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void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers);
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void SetViewports(ReadOnlySpan<Viewport> viewports);
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void TextureBarrier();
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void TextureBarrierTiled();
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bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual);
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bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual);
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void EndHostConditionalRendering();
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}
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}
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