mirror of
https://github.com/GreemDev/Ryujinx.git
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149 lines
No EOL
5.3 KiB
C#
149 lines
No EOL
5.3 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using System;
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using System.Collections.Concurrent;
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namespace Ryujinx.Graphics.Gpu
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{
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using Texture = Image.Texture;
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/// <summary>
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/// GPU image presentation window.
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/// </summary>
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public class Window
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{
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private readonly GpuContext _context;
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/// <summary>
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/// Texture presented on the window.
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/// </summary>
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private struct PresentationTexture
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{
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/// <summary>
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/// Texture information.
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/// </summary>
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public TextureInfo Info { get; }
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/// <summary>
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/// Texture crop region.
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/// </summary>
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public ImageCrop Crop { get; }
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/// <summary>
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/// Texture release callback.
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/// </summary>
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public Action<object> Callback { get; }
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/// <summary>
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/// User defined object, passed to the release callback.
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/// </summary>
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public object UserObj { get; }
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/// <summary>
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/// Creates a new instance of the presentation texture.
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/// </summary>
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/// <param name="info">Information of the texture to be presented</param>
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/// <param name="crop">Texture crop region</param>
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/// <param name="callback">Texture release callback</param>
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/// <param name="userObj">User defined object passed to the release callback, can be used to identify the texture</param>
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public PresentationTexture(
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TextureInfo info,
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ImageCrop crop,
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Action<object> callback,
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object userObj)
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{
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Info = info;
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Crop = crop;
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Callback = callback;
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UserObj = userObj;
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}
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}
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private readonly ConcurrentQueue<PresentationTexture> _frameQueue;
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/// <summary>
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/// Creates a new instance of the GPU presentation window.
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/// </summary>
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/// <param name="context">GPU emulation context</param>
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public Window(GpuContext context)
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{
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_context = context;
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_frameQueue = new ConcurrentQueue<PresentationTexture>();
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}
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/// <summary>
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/// Enqueues a frame for presentation.
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/// This method is thread safe and can be called from any thread.
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/// When the texture is presented and not needed anymore, the release callback is called.
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/// It's an error to modify the texture after calling this method, before the release callback is called.
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/// </summary>
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/// <param name="address">CPU virtual address of the texture data</param>
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/// <param name="width">Texture width</param>
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/// <param name="height">Texture height</param>
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/// <param name="stride">Texture stride for linear texture, should be zero otherwise</param>
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/// <param name="isLinear">Indicates if the texture is linear, normally false</param>
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/// <param name="gobBlocksInY">GOB blocks in the Y direction, for block linear textures</param>
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/// <param name="format">Texture format</param>
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/// <param name="bytesPerPixel">Texture format bytes per pixel (must match the format)</param>
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/// <param name="crop">Texture crop region</param>
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/// <param name="callback">Texture release callback</param>
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/// <param name="userObj">User defined object passed to the release callback</param>
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public void EnqueueFrameThreadSafe(
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ulong address,
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int width,
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int height,
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int stride,
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bool isLinear,
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int gobBlocksInY,
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Format format,
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int bytesPerPixel,
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ImageCrop crop,
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Action<object> callback,
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object userObj)
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{
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FormatInfo formatInfo = new FormatInfo(format, 1, 1, bytesPerPixel);
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TextureInfo info = new TextureInfo(
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address,
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width,
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height,
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1,
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1,
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1,
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1,
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stride,
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isLinear,
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gobBlocksInY,
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1,
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1,
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Target.Texture2D,
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formatInfo);
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_frameQueue.Enqueue(new PresentationTexture(info, crop, callback, userObj));
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}
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/// <summary>
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/// Presents a texture on the queue.
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/// If the queue is empty, then no texture is presented.
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/// </summary>
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/// <param name="swapBuffersCallback">Callback method to call when a new texture should be presented on the screen</param>
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public void Present(Action swapBuffersCallback)
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{
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_context.AdvanceSequence();
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if (_frameQueue.TryDequeue(out PresentationTexture pt))
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{
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Texture texture = _context.Methods.TextureManager.FindOrCreateTexture(pt.Info);
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texture.SynchronizeMemory();
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_context.Renderer.Window.Present(texture.HostTexture, pt.Crop);
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swapBuffersCallback();
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pt.Callback(pt.UserObj);
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}
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}
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}
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} |