484eb645ae
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
92 lines
3 KiB
C#
92 lines
3 KiB
C#
using Ryujinx.Graphics.Shader;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.GAL
|
|
{
|
|
public interface IPipeline
|
|
{
|
|
void Barrier();
|
|
|
|
void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
|
|
|
|
void ClearRenderTargetDepthStencil(
|
|
float depthValue,
|
|
bool depthMask,
|
|
int stencilValue,
|
|
int stencilMask);
|
|
|
|
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 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(int index, ShaderStage stage, ITexture texture);
|
|
|
|
void SetOrigin(Origin origin);
|
|
|
|
void SetPointSize(float size);
|
|
|
|
void SetPrimitiveRestart(bool enable, int index);
|
|
|
|
void SetPrimitiveTopology(PrimitiveTopology topology);
|
|
|
|
void SetProgram(IProgram program);
|
|
|
|
void SetRasterizerDiscard(bool discard);
|
|
|
|
void SetRenderTargetScale(float scale);
|
|
|
|
void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask);
|
|
|
|
void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
|
|
|
|
void SetSampler(int index, ShaderStage stage, ISampler sampler);
|
|
|
|
void SetScissorEnable(int index, bool enable);
|
|
void SetScissor(int index, int x, int y, int width, int height);
|
|
|
|
void SetStencilTest(StencilTestDescriptor stencilTest);
|
|
|
|
void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer);
|
|
|
|
void SetTexture(int index, ShaderStage stage, ITexture texture);
|
|
|
|
void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
|
|
|
|
void SetUserClipDistance(int index, bool enableClip);
|
|
|
|
void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs);
|
|
void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers);
|
|
|
|
void SetViewports(int first, 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();
|
|
|
|
void UpdateRenderScale(ShaderStage stage, int textureCount);
|
|
}
|
|
}
|