mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-12-16 16:37:03 +00:00
gpu allocation optimizations (ryubing/ryujinx!195)
See merge request ryubing/ryujinx!195
This commit is contained in:
parent
718652599d
commit
c94ffaa00a
20 changed files with 297 additions and 234 deletions
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@ -21,343 +21,343 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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return new TableRef<T>(_renderer, reference);
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}
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public void Barrier()
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public unsafe void Barrier()
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{
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_renderer.New<BarrierCommand>();
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_renderer.QueueCommand();
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}
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public void BeginTransformFeedback(PrimitiveTopology topology)
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public unsafe void BeginTransformFeedback(PrimitiveTopology topology)
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{
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_renderer.New<BeginTransformFeedbackCommand>().Set(topology);
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_renderer.New<BeginTransformFeedbackCommand>()->Set(topology);
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_renderer.QueueCommand();
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}
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public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
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public unsafe void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
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{
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_renderer.New<ClearBufferCommand>().Set(destination, offset, size, value);
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_renderer.New<ClearBufferCommand>()->Set(destination, offset, size, value);
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_renderer.QueueCommand();
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}
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public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
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public unsafe void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
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{
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_renderer.New<ClearRenderTargetColorCommand>().Set(index, layer, layerCount, componentMask, color);
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_renderer.New<ClearRenderTargetColorCommand>()->Set(index, layer, layerCount, componentMask, color);
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_renderer.QueueCommand();
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}
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public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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public unsafe void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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_renderer.New<ClearRenderTargetDepthStencilCommand>().Set(layer, layerCount, depthValue, depthMask, stencilValue, stencilMask);
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_renderer.New<ClearRenderTargetDepthStencilCommand>()->Set(layer, layerCount, depthValue, depthMask, stencilValue, stencilMask);
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_renderer.QueueCommand();
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}
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public void CommandBufferBarrier()
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public unsafe void CommandBufferBarrier()
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{
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_renderer.New<CommandBufferBarrierCommand>();
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_renderer.QueueCommand();
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}
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public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
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public unsafe void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
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{
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_renderer.New<CopyBufferCommand>().Set(source, destination, srcOffset, dstOffset, size);
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_renderer.New<CopyBufferCommand>()->Set(source, destination, srcOffset, dstOffset, size);
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_renderer.QueueCommand();
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}
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public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
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public unsafe void DispatchCompute(int groupsX, int groupsY, int groupsZ)
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{
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_renderer.New<DispatchComputeCommand>().Set(groupsX, groupsY, groupsZ);
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_renderer.New<DispatchComputeCommand>()->Set(groupsX, groupsY, groupsZ);
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_renderer.QueueCommand();
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}
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public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
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public unsafe void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
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{
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_renderer.New<DrawCommand>().Set(vertexCount, instanceCount, firstVertex, firstInstance);
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_renderer.New<DrawCommand>()->Set(vertexCount, instanceCount, firstVertex, firstInstance);
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_renderer.QueueCommand();
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}
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public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
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public unsafe void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
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{
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_renderer.New<DrawIndexedCommand>().Set(indexCount, instanceCount, firstIndex, firstVertex, firstInstance);
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_renderer.New<DrawIndexedCommand>()->Set(indexCount, instanceCount, firstIndex, firstVertex, firstInstance);
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_renderer.QueueCommand();
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}
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public void DrawIndexedIndirect(BufferRange indirectBuffer)
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public unsafe void DrawIndexedIndirect(BufferRange indirectBuffer)
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{
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_renderer.New<DrawIndexedIndirectCommand>().Set(indirectBuffer);
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_renderer.New<DrawIndexedIndirectCommand>()->Set(indirectBuffer);
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_renderer.QueueCommand();
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}
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public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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public unsafe void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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_renderer.New<DrawIndexedIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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_renderer.New<DrawIndexedIndirectCountCommand>()->Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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_renderer.QueueCommand();
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}
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public void DrawIndirect(BufferRange indirectBuffer)
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public unsafe void DrawIndirect(BufferRange indirectBuffer)
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{
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_renderer.New<DrawIndirectCommand>().Set(indirectBuffer);
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_renderer.New<DrawIndirectCommand>()->Set(indirectBuffer);
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_renderer.QueueCommand();
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}
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public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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public unsafe void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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_renderer.New<DrawIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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_renderer.New<DrawIndirectCountCommand>()->Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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_renderer.QueueCommand();
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}
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public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
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public unsafe void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
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{
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_renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
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_renderer.New<DrawTextureCommand>()->Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
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_renderer.QueueCommand();
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}
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public void EndHostConditionalRendering()
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public unsafe void EndHostConditionalRendering()
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{
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_renderer.New<EndHostConditionalRenderingCommand>();
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_renderer.QueueCommand();
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}
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public void EndTransformFeedback()
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public unsafe void EndTransformFeedback()
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{
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_renderer.New<EndTransformFeedbackCommand>();
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_renderer.QueueCommand();
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}
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public void SetAlphaTest(bool enable, float reference, CompareOp op)
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public unsafe void SetAlphaTest(bool enable, float reference, CompareOp op)
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{
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_renderer.New<SetAlphaTestCommand>().Set(enable, reference, op);
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_renderer.New<SetAlphaTestCommand>()->Set(enable, reference, op);
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_renderer.QueueCommand();
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}
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public void SetBlendState(AdvancedBlendDescriptor blend)
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public unsafe void SetBlendState(AdvancedBlendDescriptor blend)
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{
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_renderer.New<SetBlendStateAdvancedCommand>().Set(blend);
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_renderer.New<SetBlendStateAdvancedCommand>()->Set(blend);
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_renderer.QueueCommand();
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}
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public void SetBlendState(int index, BlendDescriptor blend)
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public unsafe void SetBlendState(int index, BlendDescriptor blend)
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{
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_renderer.New<SetBlendStateCommand>().Set(index, blend);
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_renderer.New<SetBlendStateCommand>()->Set(index, blend);
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_renderer.QueueCommand();
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}
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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public unsafe void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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{
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_renderer.New<SetDepthBiasCommand>().Set(enables, factor, units, clamp);
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_renderer.New<SetDepthBiasCommand>()->Set(enables, factor, units, clamp);
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_renderer.QueueCommand();
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}
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public void SetDepthClamp(bool clamp)
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public unsafe void SetDepthClamp(bool clamp)
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{
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_renderer.New<SetDepthClampCommand>().Set(clamp);
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_renderer.New<SetDepthClampCommand>()->Set(clamp);
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_renderer.QueueCommand();
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}
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public void SetDepthMode(DepthMode mode)
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public unsafe void SetDepthMode(DepthMode mode)
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{
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_renderer.New<SetDepthModeCommand>().Set(mode);
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_renderer.New<SetDepthModeCommand>()->Set(mode);
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_renderer.QueueCommand();
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}
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public void SetDepthTest(DepthTestDescriptor depthTest)
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public unsafe void SetDepthTest(DepthTestDescriptor depthTest)
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{
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_renderer.New<SetDepthTestCommand>().Set(depthTest);
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_renderer.New<SetDepthTestCommand>()->Set(depthTest);
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_renderer.QueueCommand();
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}
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public void SetFaceCulling(bool enable, Face face)
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public unsafe void SetFaceCulling(bool enable, Face face)
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{
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_renderer.New<SetFaceCullingCommand>().Set(enable, face);
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_renderer.New<SetFaceCullingCommand>()->Set(enable, face);
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_renderer.QueueCommand();
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}
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public void SetFrontFace(FrontFace frontFace)
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public unsafe void SetFrontFace(FrontFace frontFace)
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{
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_renderer.New<SetFrontFaceCommand>().Set(frontFace);
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_renderer.New<SetFrontFaceCommand>()->Set(frontFace);
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_renderer.QueueCommand();
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}
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public void SetImage(ShaderStage stage, int binding, ITexture texture)
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public unsafe void SetImage(ShaderStage stage, int binding, ITexture texture)
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{
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_renderer.New<SetImageCommand>().Set(stage, binding, Ref(texture));
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_renderer.New<SetImageCommand>()->Set(stage, binding, Ref(texture));
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_renderer.QueueCommand();
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}
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public void SetImageArray(ShaderStage stage, int binding, IImageArray array)
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public unsafe void SetImageArray(ShaderStage stage, int binding, IImageArray array)
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{
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_renderer.New<SetImageArrayCommand>().Set(stage, binding, Ref(array));
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_renderer.New<SetImageArrayCommand>()->Set(stage, binding, Ref(array));
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_renderer.QueueCommand();
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}
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public void SetImageArraySeparate(ShaderStage stage, int setIndex, IImageArray array)
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public unsafe void SetImageArraySeparate(ShaderStage stage, int setIndex, IImageArray array)
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{
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_renderer.New<SetImageArraySeparateCommand>().Set(stage, setIndex, Ref(array));
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_renderer.New<SetImageArraySeparateCommand>()->Set(stage, setIndex, Ref(array));
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_renderer.QueueCommand();
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}
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public void SetIndexBuffer(BufferRange buffer, IndexType type)
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public unsafe void SetIndexBuffer(BufferRange buffer, IndexType type)
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{
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_renderer.New<SetIndexBufferCommand>().Set(buffer, type);
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_renderer.New<SetIndexBufferCommand>()->Set(buffer, type);
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_renderer.QueueCommand();
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}
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public void SetLineParameters(float width, bool smooth)
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public unsafe void SetLineParameters(float width, bool smooth)
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{
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_renderer.New<SetLineParametersCommand>().Set(width, smooth);
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_renderer.New<SetLineParametersCommand>()->Set(width, smooth);
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_renderer.QueueCommand();
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}
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public void SetLogicOpState(bool enable, LogicalOp op)
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public unsafe void SetLogicOpState(bool enable, LogicalOp op)
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{
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_renderer.New<SetLogicOpStateCommand>().Set(enable, op);
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_renderer.New<SetLogicOpStateCommand>()->Set(enable, op);
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_renderer.QueueCommand();
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}
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public void SetMultisampleState(MultisampleDescriptor multisample)
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public unsafe void SetMultisampleState(MultisampleDescriptor multisample)
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{
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_renderer.New<SetMultisampleStateCommand>().Set(multisample);
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_renderer.New<SetMultisampleStateCommand>()->Set(multisample);
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_renderer.QueueCommand();
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}
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public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
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public unsafe void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
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{
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_renderer.New<SetPatchParametersCommand>().Set(vertices, defaultOuterLevel, defaultInnerLevel);
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_renderer.New<SetPatchParametersCommand>()->Set(vertices, defaultOuterLevel, defaultInnerLevel);
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_renderer.QueueCommand();
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}
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public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
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public unsafe void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
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{
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_renderer.New<SetPointParametersCommand>().Set(size, isProgramPointSize, enablePointSprite, origin);
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_renderer.New<SetPointParametersCommand>()->Set(size, isProgramPointSize, enablePointSprite, origin);
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_renderer.QueueCommand();
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}
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public void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode)
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public unsafe void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode)
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{
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_renderer.New<SetPolygonModeCommand>().Set(frontMode, backMode);
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_renderer.New<SetPolygonModeCommand>()->Set(frontMode, backMode);
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_renderer.QueueCommand();
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}
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public void SetPrimitiveRestart(bool enable, int index)
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public unsafe void SetPrimitiveRestart(bool enable, int index)
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{
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_renderer.New<SetPrimitiveRestartCommand>().Set(enable, index);
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_renderer.New<SetPrimitiveRestartCommand>()->Set(enable, index);
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_renderer.QueueCommand();
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}
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public void SetPrimitiveTopology(PrimitiveTopology topology)
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public unsafe void SetPrimitiveTopology(PrimitiveTopology topology)
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{
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_renderer.New<SetPrimitiveTopologyCommand>().Set(topology);
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_renderer.New<SetPrimitiveTopologyCommand>()->Set(topology);
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_renderer.QueueCommand();
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}
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public void SetProgram(IProgram program)
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public unsafe void SetProgram(IProgram program)
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{
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_renderer.New<SetProgramCommand>().Set(Ref(program));
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_renderer.New<SetProgramCommand>()->Set(Ref(program));
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_renderer.QueueCommand();
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}
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public void SetRasterizerDiscard(bool discard)
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public unsafe void SetRasterizerDiscard(bool discard)
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{
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_renderer.New<SetRasterizerDiscardCommand>().Set(discard);
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_renderer.New<SetRasterizerDiscardCommand>()->Set(discard);
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_renderer.QueueCommand();
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}
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public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
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public unsafe void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
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{
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_renderer.New<SetRenderTargetColorMasksCommand>().Set(_renderer.CopySpan(componentMask));
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_renderer.New<SetRenderTargetColorMasksCommand>()->Set(_renderer.CopySpan(componentMask));
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_renderer.QueueCommand();
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}
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public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
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public unsafe void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
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{
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_renderer.New<SetRenderTargetsCommand>().Set(Ref(colors.ToArray()), Ref(depthStencil));
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_renderer.New<SetRenderTargetsCommand>()->Set(Ref(colors.ToArray()), Ref(depthStencil));
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_renderer.QueueCommand();
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}
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public void SetScissors(ReadOnlySpan<Rectangle<int>> scissors)
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public unsafe void SetScissors(ReadOnlySpan<Rectangle<int>> scissors)
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{
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_renderer.New<SetScissorsCommand>().Set(_renderer.CopySpan(scissors));
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_renderer.New<SetScissorsCommand>()->Set(_renderer.CopySpan(scissors));
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_renderer.QueueCommand();
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}
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public void SetStencilTest(StencilTestDescriptor stencilTest)
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public unsafe void SetStencilTest(StencilTestDescriptor stencilTest)
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{
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_renderer.New<SetStencilTestCommand>().Set(stencilTest);
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_renderer.New<SetStencilTestCommand>()->Set(stencilTest);
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_renderer.QueueCommand();
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}
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public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
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public unsafe void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
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{
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_renderer.New<SetStorageBuffersCommand>().Set(_renderer.CopySpan(buffers));
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_renderer.New<SetStorageBuffersCommand>()->Set(_renderer.CopySpan(buffers));
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_renderer.QueueCommand();
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}
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public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
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public unsafe void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
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{
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_renderer.New<SetTextureAndSamplerCommand>().Set(stage, binding, Ref(texture), Ref(sampler));
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_renderer.New<SetTextureAndSamplerCommand>()->Set(stage, binding, Ref(texture), Ref(sampler));
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_renderer.QueueCommand();
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}
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public void SetTextureArray(ShaderStage stage, int binding, ITextureArray array)
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public unsafe void SetTextureArray(ShaderStage stage, int binding, ITextureArray array)
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{
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_renderer.New<SetTextureArrayCommand>().Set(stage, binding, Ref(array));
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_renderer.New<SetTextureArrayCommand>()->Set(stage, binding, Ref(array));
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_renderer.QueueCommand();
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}
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public void SetTextureArraySeparate(ShaderStage stage, int setIndex, ITextureArray array)
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public unsafe void SetTextureArraySeparate(ShaderStage stage, int setIndex, ITextureArray array)
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{
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_renderer.New<SetTextureArraySeparateCommand>().Set(stage, setIndex, Ref(array));
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_renderer.New<SetTextureArraySeparateCommand>()->Set(stage, setIndex, Ref(array));
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_renderer.QueueCommand();
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}
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public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
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public unsafe void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
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{
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_renderer.New<SetTransformFeedbackBuffersCommand>().Set(_renderer.CopySpan(buffers));
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_renderer.New<SetTransformFeedbackBuffersCommand>()->Set(_renderer.CopySpan(buffers));
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_renderer.QueueCommand();
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}
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public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
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public unsafe void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
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{
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_renderer.New<SetUniformBuffersCommand>().Set(_renderer.CopySpan(buffers));
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_renderer.New<SetUniformBuffersCommand>()->Set(_renderer.CopySpan(buffers));
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_renderer.QueueCommand();
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}
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public void SetUserClipDistance(int index, bool enableClip)
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public unsafe void SetUserClipDistance(int index, bool enableClip)
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{
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_renderer.New<SetUserClipDistanceCommand>().Set(index, enableClip);
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_renderer.New<SetUserClipDistanceCommand>()->Set(index, enableClip);
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_renderer.QueueCommand();
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}
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public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
|
||||
public unsafe void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
|
||||
{
|
||||
_renderer.New<SetVertexAttribsCommand>().Set(_renderer.CopySpan(vertexAttribs));
|
||||
_renderer.New<SetVertexAttribsCommand>()->Set(_renderer.CopySpan(vertexAttribs));
|
||||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
|
||||
public unsafe void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
|
||||
{
|
||||
_renderer.New<SetVertexBuffersCommand>().Set(_renderer.CopySpan(vertexBuffers));
|
||||
_renderer.New<SetVertexBuffersCommand>()->Set(_renderer.CopySpan(vertexBuffers));
|
||||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public void SetViewports(ReadOnlySpan<Viewport> viewports)
|
||||
public unsafe void SetViewports(ReadOnlySpan<Viewport> viewports)
|
||||
{
|
||||
_renderer.New<SetViewportsCommand>().Set(_renderer.CopySpan(viewports));
|
||||
_renderer.New<SetViewportsCommand>()->Set(_renderer.CopySpan(viewports));
|
||||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public void TextureBarrier()
|
||||
public unsafe void TextureBarrier()
|
||||
{
|
||||
_renderer.New<TextureBarrierCommand>();
|
||||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public void TextureBarrierTiled()
|
||||
public unsafe void TextureBarrierTiled()
|
||||
{
|
||||
_renderer.New<TextureBarrierTiledCommand>();
|
||||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
|
||||
public unsafe bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
|
||||
{
|
||||
ThreadedCounterEvent evt = value as ThreadedCounterEvent;
|
||||
if (evt != null)
|
||||
|
|
@ -369,20 +369,20 @@ namespace Ryujinx.Graphics.GAL.Multithreading
|
|||
return false;
|
||||
}
|
||||
|
||||
_renderer.New<TryHostConditionalRenderingCommand>().Set(Ref(evt), compare, isEqual);
|
||||
_renderer.New<TryHostConditionalRenderingCommand>()->Set(Ref(evt), compare, isEqual);
|
||||
_renderer.QueueCommand();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
_renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(evt), Ref<ThreadedCounterEvent>(null), isEqual);
|
||||
_renderer.New<TryHostConditionalRenderingFlushCommand>()->Set(Ref(evt), Ref<ThreadedCounterEvent>(null), isEqual);
|
||||
_renderer.QueueCommand();
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
|
||||
public unsafe bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
|
||||
{
|
||||
_renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(value as ThreadedCounterEvent), Ref(compare as ThreadedCounterEvent), isEqual);
|
||||
_renderer.New<TryHostConditionalRenderingFlushCommand>()->Set(Ref(value as ThreadedCounterEvent), Ref(compare as ThreadedCounterEvent), isEqual);
|
||||
_renderer.QueueCommand();
|
||||
return false;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue