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195fedccf0
This removes explicit checks sprinkled all over the codebase to instead just have the SW rasterizer expose an implementation with no-ops for most operations.
48 lines
1.5 KiB
C++
48 lines
1.5 KiB
C++
// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/common_types.h"
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namespace Pica {
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namespace Shader {
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struct OutputVertex;
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}
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}
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namespace VideoCore {
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class RasterizerInterface {
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public:
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virtual ~RasterizerInterface() {}
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/// Initialize API-specific GPU objects
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virtual void InitObjects() = 0;
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/// Reset the rasterizer, such as flushing all caches and updating all state
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virtual void Reset() = 0;
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/// Queues the primitive formed by the given vertices for rendering
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virtual void AddTriangle(const Pica::Shader::OutputVertex& v0,
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const Pica::Shader::OutputVertex& v1,
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const Pica::Shader::OutputVertex& v2) = 0;
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/// Draw the current batch of triangles
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virtual void DrawTriangles() = 0;
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/// Commit the rasterizer's framebuffer contents immediately to the current 3DS memory framebuffer
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virtual void FlushFramebuffer() = 0;
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/// Notify rasterizer that the specified PICA register has been changed
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virtual void NotifyPicaRegisterChanged(u32 id) = 0;
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/// Notify rasterizer that any caches of the specified region should be flushed to 3DS memory.
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virtual void FlushRegion(PAddr addr, u32 size) = 0;
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/// Notify rasterizer that any caches of the specified region should be discraded and reloaded from 3DS memory.
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virtual void InvalidateRegion(PAddr addr, u32 size) = 0;
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};
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}
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