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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 | #region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System; #endregion namespace Microsoft.Xna.Framework.Graphics { internal interface IGLDevice { Color BlendFactor { get ; set ; } int MultiSampleMask { get ; set ; } int ReferenceStencil { get ; set ; } bool SupportsDxt1 { get ; } bool SupportsS3tc { get ; } bool SupportsHardwareInstancing { get ; } int MaxTextureSlots { get ; } int MaxMultiSampleCount { get ; } IGLBackbuffer Backbuffer { get ; } void Dispose(); void ResetBackbuffer( PresentationParameters presentationParameters, bool renderTargetBound ); void SwapBuffers( Rectangle? sourceRectangle, Rectangle? destinationRectangle, IntPtr overrideWindowHandle ); void SetStringMarker( string text); void DrawIndexedPrimitives( PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, IndexBuffer indices ); void DrawInstancedPrimitives( PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, int instanceCount, IndexBuffer indices ); void DrawPrimitives( PrimitiveType primitiveType, int vertexStart, int primitiveCount ); void DrawUserIndexedPrimitives( PrimitiveType primitiveType, IntPtr vertexData, int vertexOffset, int numVertices, IntPtr indexData, int indexOffset, IndexElementSize indexElementSize, int primitiveCount ); void DrawUserPrimitives( PrimitiveType primitiveType, IntPtr vertexData, int vertexOffset, int primitiveCount ); void SetViewport(Viewport vp, bool renderTargetBound); void SetScissorRect( Rectangle scissorRect, bool renderTargetBound ); void SetBlendState(BlendState blendState); void SetDepthStencilState(DepthStencilState depthStencilState); void ApplyRasterizerState( RasterizerState rasterizerState, bool renderTargetBound ); void VerifySampler( int index, Texture texture, SamplerState sampler ); void Clear( ClearOptions options, Vector4 color, float depth, int stencil ); void SetRenderTargets( RenderTargetBinding[] renderTargets, IGLRenderbuffer renderbuffer, DepthFormat depthFormat ); void ResolveTarget(RenderTargetBinding target); void ReadBackbuffer<T>( T[] data, int startIndex, int elementCount, Rectangle? rect ) where T : struct ; IGLTexture CreateTexture2D( SurfaceFormat format, int width, int height, int levelCount ); IGLTexture CreateTexture3D( SurfaceFormat format, int width, int height, int depth, int levelCount ); IGLTexture CreateTextureCube( SurfaceFormat format, int size, int levelCount ); void AddDisposeTexture(IGLTexture texture); void SetTextureData2D<T>( IGLTexture texture, SurfaceFormat format, int x, int y, int w, int h, int level, T[] data, int startIndex, int elementCount ) where T : struct ; void SetTextureData3D<T>( IGLTexture texture, SurfaceFormat format, int level, int left, int top, int right, int bottom, int front, int back, T[] data, int startIndex, int elementCount ) where T : struct ; void SetTextureDataCube<T>( IGLTexture texture, SurfaceFormat format, int xOffset, int yOffset, int width, int height, CubeMapFace cubeMapFace, int level, T[] data, int startIndex, int elementCount ) where T : struct ; void SetTextureData2DPointer(Texture2D texture, IntPtr ptr); void GetTextureData2D<T>( IGLTexture texture, SurfaceFormat format, int width, int height, int level, Rectangle? rect, T[] data, int startIndex, int elementCount ) where T : struct ; // void GetTextureData3D<T>(); void GetTextureDataCube<T>( IGLTexture texture, SurfaceFormat format, int size, CubeMapFace cubeMapFace, int level, Rectangle? rect, T[] data, int startIndex, int elementCount ) where T : struct ; IGLRenderbuffer GenRenderbuffer( int width, int height, SurfaceFormat format, int multiSampleCount ); IGLRenderbuffer GenRenderbuffer( int width, int height, DepthFormat format, int multiSampleCount ); void AddDisposeRenderbuffer(IGLRenderbuffer renderbuffer); IGLBuffer GenVertexBuffer( bool dynamic, int vertexCount, int vertexStride ); void AddDisposeVertexBuffer(IGLBuffer buffer); void SetVertexBufferData<T>( IGLBuffer buffer, int elementSizeInBytes, int offsetInBytes, T[] data, int startIndex, int elementCount, SetDataOptions options ) where T : struct ; void GetVertexBufferData<T>( IGLBuffer buffer, int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride ) where T : struct ; IGLBuffer GenIndexBuffer( bool dynamic, int indexCount, IndexElementSize indexElementSize ); void AddDisposeIndexBuffer(IGLBuffer buffer); void SetIndexBufferData<T>( IGLBuffer buffer, int offsetInBytes, T[] data, int startIndex, int elementCount, SetDataOptions options ) where T : struct ; void GetIndexBufferData<T>( IGLBuffer buffer, int offsetInBytes, T[] data, int startIndex, int elementCount ) where T : struct ; IGLEffect CreateEffect( byte [] effectCode); IGLEffect CloneEffect(IGLEffect effect); void AddDisposeEffect(IGLEffect effect); void ApplyEffect( IGLEffect effect, IntPtr technique, uint pass, ref MojoShader.MOJOSHADER_effectStateChanges stateChanges ); void BeginPassRestore( IGLEffect effect, ref MojoShader.MOJOSHADER_effectStateChanges changes ); void EndPassRestore(IGLEffect effect); void ApplyVertexAttributes( VertexBufferBinding[] bindings, int numBindings, bool bindingsUpdated, int baseVertex ); void ApplyVertexAttributes( VertexDeclaration vertexDeclaration, IntPtr ptr, int vertexOffset ); IGLQuery CreateQuery(); void AddDisposeQuery(IGLQuery query); void QueryBegin(IGLQuery query); void QueryEnd(IGLQuery query); bool QueryComplete(IGLQuery query); int QueryPixelCount(IGLQuery query); } internal interface IGLTexture { } internal interface IGLRenderbuffer { } internal interface IGLBuffer { IntPtr BufferSize { get ; } } internal interface IGLEffect { IntPtr EffectData { get ; } } internal interface IGLQuery { } internal interface IGLBackbuffer { int Width { get ; } int Height { get ; } DepthFormat DepthFormat { get ; } int MultiSampleCount { get ; } void ResetFramebuffer( PresentationParameters presentationParameters, bool renderTargetBound ); } } |