Ryujinx/Ryujinx.Graphics/Gal/OpenGL/OGLRenderer.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

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C#

using System;
using System.Collections.Concurrent;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OGLRenderer : IGalRenderer
{
public IGalConstBuffer Buffer { get; private set; }
public IGalRenderTarget RenderTarget { get; private set; }
public IGalRasterizer Rasterizer { get; private set; }
public IGalShader Shader { get; private set; }
public IGalPipeline Pipeline { get; private set; }
public IGalTexture Texture { get; private set; }
private ConcurrentQueue<Action> ActionsQueue;
public OGLRenderer()
{
Buffer = new OGLConstBuffer();
Texture = new OGLTexture();
RenderTarget = new OGLRenderTarget(Texture as OGLTexture);
Rasterizer = new OGLRasterizer();
Shader = new OGLShader(Buffer as OGLConstBuffer);
Pipeline = new OGLPipeline(Buffer as OGLConstBuffer, Rasterizer as OGLRasterizer, Shader as OGLShader);
ActionsQueue = new ConcurrentQueue<Action>();
}
public void QueueAction(Action ActionMthd)
{
ActionsQueue.Enqueue(ActionMthd);
}
public void RunActions()
{
int Count = ActionsQueue.Count;
while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
{
RenderAction();
}
}
}
}