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ryujinx-final/Ryujinx.HLE/Switch.cs
gdkchan d2bb458b51 Improved GPU command lists decoding (#499)
* Better implementation of the DMA pusher, misc fixes

* Remove some debug code

* Correct RGBX8 format

* Add support for linked Texture Sampler Control

* Attempt to fix upside down screen issue
2018-11-17 05:01:31 +01:00

121 lines
2.7 KiB
C#

using Ryujinx.Audio;
using Ryujinx.Graphics;
using Ryujinx.Graphics.Gal;
using Ryujinx.HLE.FileSystem;
using Ryujinx.HLE.HOS;
using Ryujinx.HLE.Input;
using Ryujinx.HLE.Memory;
using System;
using System.Threading;
namespace Ryujinx.HLE
{
public class Switch : IDisposable
{
internal IAalOutput AudioOut { 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 bool EnableDeviceVsync { get; set; } = true;
public AutoResetEvent VsyncEvent { get; private set; }
public event EventHandler Finish;
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;
Memory = new DeviceMemory();
Gpu = new NvGpu(Renderer);
FileSystem = new VirtualFileSystem();
System = new Horizon(this);
Statistics = new PerformanceStatistics();
Hid = new Hid(this, System.HidSharedMem.PA);
VsyncEvent = new AutoResetEvent(true);
}
public void LoadCart(string ExeFsDir, string RomFsFile = null)
{
System.LoadCart(ExeFsDir, RomFsFile);
}
public void LoadXci(string XciFile)
{
System.LoadXci(XciFile);
}
public void LoadNca(string NcaFile)
{
System.LoadNca(NcaFile);
}
public void LoadNsp(string NspFile)
{
System.LoadNsp(NspFile);
}
public void LoadProgram(string FileName)
{
System.LoadProgram(FileName);
}
public bool WaitFifo()
{
return Gpu.Pusher.WaitForCommands();
}
public void ProcessFrame()
{
Gpu.Pusher.DispatchCalls();
}
internal void Unload()
{
FileSystem.Dispose();
Memory.Dispose();
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
{
if (Disposing)
{
System.Dispose();
VsyncEvent.Dispose();
}
}
}
}