Lime3DS/src/video_core/rasterizer_interface.h
Emmanuel Gil Peyrot ebdae19fd2 Remove empty newlines in #include blocks.
This makes clang-format useful on those.

Also add a bunch of forgotten transitive includes, which otherwise
prevented compilation.
2016-09-21 11:15:47 +09:00

62 lines
2 KiB
C++

// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "core/hw/gpu.h"
struct ScreenInfo;
namespace Pica {
namespace Shader {
struct OutputVertex;
}
}
namespace VideoCore {
class RasterizerInterface {
public:
virtual ~RasterizerInterface() {}
/// Queues the primitive formed by the given vertices for rendering
virtual void AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) = 0;
/// Draw the current batch of triangles
virtual void DrawTriangles() = 0;
/// Notify rasterizer that the specified PICA register has been changed
virtual void NotifyPicaRegisterChanged(u32 id) = 0;
/// Notify rasterizer that all caches should be flushed to 3DS memory
virtual void FlushAll() = 0;
/// Notify rasterizer that any caches of the specified region should be flushed to 3DS memory
virtual void FlushRegion(PAddr addr, u32 size) = 0;
/// Notify rasterizer that any caches of the specified region should be flushed to 3DS memory
/// and invalidated
virtual void FlushAndInvalidateRegion(PAddr addr, u32 size) = 0;
/// Attempt to use a faster method to perform a display transfer
virtual bool AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) {
return false;
}
/// Attempt to use a faster method to fill a region
virtual bool AccelerateFill(const GPU::Regs::MemoryFillConfig& config) {
return false;
}
/// Attempt to use a faster method to display the framebuffer to screen
virtual bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config,
PAddr framebuffer_addr, u32 pixel_stride,
ScreenInfo& screen_info) {
return false;
}
};
}