Ryujinx/Ryujinx.Graphics.Gpu/Window.cs

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C#
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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using System;
using System.Collections.Concurrent;
namespace Ryujinx.Graphics.Gpu
{
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using Texture = Image.Texture;
public class Window
{
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private readonly GpuContext _context;
private struct PresentationTexture
{
public TextureInfo Info { get; }
public ImageCrop Crop { get; }
public Action<object> Callback { get; }
public object UserObj { get; }
public PresentationTexture(
TextureInfo info,
ImageCrop crop,
Action<object> callback,
object userObj)
{
Info = info;
Crop = crop;
Callback = callback;
UserObj = userObj;
}
}
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private readonly ConcurrentQueue<PresentationTexture> _frameQueue;
public Window(GpuContext context)
{
_context = context;
_frameQueue = new ConcurrentQueue<PresentationTexture>();
}
public void EnqueueFrameThreadSafe(
ulong address,
int width,
int height,
int stride,
bool isLinear,
int gobBlocksInY,
Format format,
int bytesPerPixel,
ImageCrop crop,
Action<object> callback,
object userObj)
{
FormatInfo formatInfo = new FormatInfo(format, 1, 1, bytesPerPixel);
TextureInfo info = new TextureInfo(
address,
width,
height,
1,
1,
1,
1,
stride,
isLinear,
gobBlocksInY,
1,
1,
Target.Texture2D,
formatInfo);
_frameQueue.Enqueue(new PresentationTexture(info, crop, callback, userObj));
}
public void Present(Action swapBuffersCallback)
{
_context.AdvanceSequence();
if (_frameQueue.TryDequeue(out PresentationTexture pt))
{
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Texture texture = _context.Methods.TextureManager.FindOrCreateTexture(pt.Info);
texture.SynchronizeMemory();
_context.Renderer.Window.Present(texture.HostTexture, pt.Crop);
swapBuffersCallback();
pt.Callback(pt.UserObj);
}
}
}
}