using Ryujinx.Graphics.GAL.Multithreading.Commands.Window;
using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using System;
namespace Ryujinx.Graphics.GAL.Multithreading
{
public class ThreadedWindow : IWindow
private ThreadedRenderer _renderer;
private IRenderer _impl;
public ThreadedWindow(ThreadedRenderer renderer, IRenderer impl)
_renderer = renderer;
_impl = impl;
}
public void Present(ITexture texture, ImageCrop crop, Action<object> swapBuffersCallback)
// If there's already a frame in the pipeline, wait for it to be presented first.
// This is a multithread rate limit - we can't be more than one frame behind the command queue.
_renderer.WaitForFrame();
_renderer.New<WindowPresentCommand>().Set(new TableRef<ThreadedTexture>(_renderer, texture as ThreadedTexture), crop, new TableRef<Action<object>>(_renderer, swapBuffersCallback));
_renderer.QueueCommand();
public void SetSize(int width, int height)
_impl.Window.SetSize(width, height);
public void ChangeVSyncMode(bool vsyncEnabled) { }