Ryujinx/Ryujinx.HLE/Switch.cs
ReinUsesLisp ce1d5be212 Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* 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
2018-09-08 14:51:50 -03:00

100 lines
2.2 KiB
C#

using Ryujinx.Audio;
using Ryujinx.Graphics;
using Ryujinx.Graphics.Gal;
using Ryujinx.HLE.HOS;
using Ryujinx.HLE.Input;
using Ryujinx.HLE.Logging;
using Ryujinx.HLE.Memory;
using System;
namespace Ryujinx.HLE
{
public class Switch : IDisposable
{
internal IAalOutput AudioOut { get; private set; }
public Logger Log { get; private set; }
internal DeviceMemory Memory { get; private set; }
internal NvGpu Gpu { get; private set; }
internal VirtualFileSystem FileSystem { get; private set; }
public Horizon System { get; private set; }
public PerformanceStatistics Statistics { get; private set; }
public Hid Hid { get; private set; }
public Switch(IGalRenderer Renderer, IAalOutput AudioOut)
{
if (Renderer == null)
{
throw new ArgumentNullException(nameof(Renderer));
}
if (AudioOut == null)
{
throw new ArgumentNullException(nameof(AudioOut));
}
this.AudioOut = AudioOut;
Log = new Logger();
Memory = new DeviceMemory();
Gpu = new NvGpu(Renderer);
FileSystem = new VirtualFileSystem();
System = new Horizon(this);
Statistics = new PerformanceStatistics();
Hid = new Hid(this, System.HidSharedMem.PA);
}
public void LoadCart(string ExeFsDir, string RomFsFile = null)
{
System.LoadCart(ExeFsDir, RomFsFile);
}
public void LoadProgram(string FileName)
{
System.LoadProgram(FileName);
}
public bool WaitFifo()
{
return Gpu.Fifo.Event.WaitOne(8);
}
public void ProcessFrame()
{
Gpu.Fifo.DispatchCalls();
}
internal void Unload()
{
FileSystem.Dispose();
Memory.Dispose();
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
{
if (Disposing)
{
System.Dispose();
}
}
}
}