mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-19 15:18:43 +02:00
* Move GPU LLE emulation from HLE to Graphics * Graphics: Move Gal/Texture to Texture * Remove Engines/ directory and namespace * Use tables for image formats * Abstract OpCode decoding * Simplify image table * Do not leak Read* symbols in TextureReader * Fixups * Rename IGalFrameBuffer -> IGalRenderTarget * Remove MaxBpp hardcoded value * Change yet again texture data and add G8R8 flipping * Rename GalFrameBufferFormat to GalSurfaceFormat * Unident EnsureSetup in ImageHandler * Add IsCompressed * Address some feedback
100 lines
2.2 KiB
C#
100 lines
2.2 KiB
C#
using Ryujinx.Audio;
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using Ryujinx.Graphics;
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using Ryujinx.Graphics.Gal;
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using Ryujinx.HLE.HOS;
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using Ryujinx.HLE.Input;
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using Ryujinx.HLE.Logging;
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using Ryujinx.HLE.Memory;
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using System;
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namespace Ryujinx.HLE
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{
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public class Switch : IDisposable
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{
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internal IAalOutput AudioOut { get; private set; }
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public Logger Log { get; private set; }
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internal DeviceMemory Memory { get; private set; }
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internal NvGpu Gpu { get; private set; }
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internal VirtualFileSystem FileSystem { get; private set; }
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public Horizon System { get; private set; }
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public PerformanceStatistics Statistics { get; private set; }
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public Hid Hid { get; private set; }
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public Switch(IGalRenderer Renderer, IAalOutput AudioOut)
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{
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if (Renderer == null)
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{
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throw new ArgumentNullException(nameof(Renderer));
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}
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if (AudioOut == null)
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{
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throw new ArgumentNullException(nameof(AudioOut));
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}
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this.AudioOut = AudioOut;
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Log = new Logger();
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Memory = new DeviceMemory();
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Gpu = new NvGpu(Renderer);
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FileSystem = new VirtualFileSystem();
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System = new Horizon(this);
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Statistics = new PerformanceStatistics();
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Hid = new Hid(this, System.HidSharedMem.PA);
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}
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public void LoadCart(string ExeFsDir, string RomFsFile = null)
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{
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System.LoadCart(ExeFsDir, RomFsFile);
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}
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public void LoadProgram(string FileName)
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{
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System.LoadProgram(FileName);
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}
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public bool WaitFifo()
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{
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return Gpu.Fifo.Event.WaitOne(8);
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}
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public void ProcessFrame()
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{
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Gpu.Fifo.DispatchCalls();
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}
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internal void Unload()
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{
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FileSystem.Dispose();
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Memory.Dispose();
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool Disposing)
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{
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if (Disposing)
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{
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System.Dispose();
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}
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}
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}
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}
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