Ryujinx/Ryujinx.Graphics.GAL/IRenderer.cs

61 lines
1.6 KiB
C#

using Ryujinx.Common.Configuration;
using System;
namespace Ryujinx.Graphics.GAL
{
public interface IRenderer : IDisposable
{
event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
bool PreferThreading { get; }
IPipeline Pipeline { get; }
IWindow Window { get; }
void BackgroundContextAction(Action action, bool alwaysBackground = false);
BufferHandle CreateBuffer(int size);
IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info);
ISampler CreateSampler(SamplerCreateInfo info);
ITexture CreateTexture(TextureCreateInfo info, float scale);
void CreateSync(ulong id, bool strict);
void DeleteBuffer(BufferHandle buffer);
ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size);
Capabilities GetCapabilities();
ulong GetCurrentSync();
HardwareInfo GetHardwareInfo();
IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info);
void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
void UpdateCounters();
void PreFrame();
ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved);
void ResetCounter(CounterType type);
void RunLoop(Action gpuLoop)
{
gpuLoop();
}
void WaitSync(ulong id);
void Initialize(GraphicsDebugLevel logLevel);
void SetInterruptAction(Action<Action> interruptAction);
void Screenshot();
}
}