726de8c46a
* Add multiple color outputs for fragment shaders * Add registers and gal enums * Use textures for framebuffers and split color and zeta framebuffers * Abstract texture and framebuffer targets as an image * Share images between framebuffers and textures * Unstub formats * Add some formats * Disable multiple attachments * Cache framebuffer attachments * Handle format types * Add some rendertarget formats * Code cleanup * Fixup half float types * Address feedback * Disable multiple attachments in shaders * Add A4B4G4R4 image format * Add reversed section for image enums
54 lines
No EOL
1.4 KiB
C#
54 lines
No EOL
1.4 KiB
C#
using System;
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using System.Collections.Concurrent;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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public class OGLRenderer : IGalRenderer
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{
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public IGalConstBuffer Buffer { get; private set; }
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public IGalFrameBuffer FrameBuffer { get; private set; }
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public IGalRasterizer Rasterizer { get; private set; }
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public IGalShader Shader { get; private set; }
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public IGalPipeline Pipeline { get; private set; }
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public IGalTexture Texture { get; private set; }
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private ConcurrentQueue<Action> ActionsQueue;
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public OGLRenderer()
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{
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Buffer = new OGLConstBuffer();
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Texture = new OGLTexture();
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FrameBuffer = new OGLFrameBuffer(Texture as OGLTexture);
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Rasterizer = new OGLRasterizer();
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Shader = new OGLShader(Buffer as OGLConstBuffer);
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Pipeline = new OGLPipeline(Buffer as OGLConstBuffer, Rasterizer as OGLRasterizer, Shader as OGLShader);
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ActionsQueue = new ConcurrentQueue<Action>();
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}
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public void QueueAction(Action ActionMthd)
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{
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ActionsQueue.Enqueue(ActionMthd);
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}
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public void RunActions()
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{
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int Count = ActionsQueue.Count;
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while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
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{
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RenderAction();
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}
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}
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}
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} |