2018-03-15 18:06:24 -06:00
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using Ryujinx.Audio;
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2018-02-20 13:09:23 -07:00
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using Ryujinx.Graphics.Gal;
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2018-06-10 18:46:42 -06:00
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using Ryujinx.HLE.Gpu;
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using Ryujinx.HLE.Input;
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using Ryujinx.HLE.Logging;
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using Ryujinx.HLE.OsHle;
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using Ryujinx.HLE.Settings;
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2018-02-04 16:08:20 -07:00
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using System;
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2018-06-10 18:46:42 -06:00
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namespace Ryujinx.HLE
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2018-02-04 16:08:20 -07:00
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{
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public class Switch : IDisposable
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{
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2018-03-15 18:06:24 -06:00
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internal IAalOutput AudioOut { get; private set; }
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2018-04-24 12:57:39 -06:00
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public Logger Log { get; private set; }
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 12:53:23 -06:00
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internal NvGpu Gpu { get; private set; }
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2018-03-15 18:06:24 -06:00
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internal VirtualFileSystem VFs { get; private set; }
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2018-03-19 12:58:46 -06:00
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public Horizon Os { get; private set; }
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2018-03-15 18:06:24 -06:00
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public SystemSettings Settings { get; private set; }
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2018-03-03 10:04:58 -07:00
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2018-03-06 13:18:49 -07:00
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public PerformanceStatistics Statistics { get; private set; }
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2018-02-04 16:08:20 -07:00
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2018-03-15 18:06:24 -06:00
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public Hid Hid { get; private set; }
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2018-02-17 14:36:08 -07:00
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public event EventHandler Finish;
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2018-03-15 18:06:24 -06:00
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public Switch(IGalRenderer Renderer, IAalOutput AudioOut)
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2018-02-04 16:08:20 -07:00
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{
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2018-03-15 18:06:24 -06:00
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if (Renderer == null)
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{
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throw new ArgumentNullException(nameof(Renderer));
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}
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if (AudioOut == null)
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{
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throw new ArgumentNullException(nameof(AudioOut));
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}
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this.AudioOut = AudioOut;
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2018-04-24 12:57:39 -06:00
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Log = new Logger();
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 12:53:23 -06:00
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Gpu = new NvGpu(Renderer);
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2018-03-03 10:04:58 -07:00
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2018-03-15 18:06:24 -06:00
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VFs = new VirtualFileSystem();
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2018-03-19 12:58:46 -06:00
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Os = new Horizon(this);
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2018-03-15 18:06:24 -06:00
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Settings = new SystemSettings();
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2018-03-04 22:09:52 -07:00
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2018-03-06 13:18:49 -07:00
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Statistics = new PerformanceStatistics();
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2018-04-24 12:57:39 -06:00
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Hid = new Hid(Log);
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2018-03-04 22:09:52 -07:00
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Os.HidSharedMem.MemoryMapped += Hid.ShMemMap;
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Os.HidSharedMem.MemoryUnmapped += Hid.ShMemUnmap;
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2018-02-04 16:08:20 -07:00
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}
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2018-02-20 13:09:23 -07:00
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public void LoadCart(string ExeFsDir, string RomFsFile = null)
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{
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Os.LoadCart(ExeFsDir, RomFsFile);
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}
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public void LoadProgram(string FileName)
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{
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Os.LoadProgram(FileName);
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}
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2018-06-23 18:39:25 -06:00
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public void ProcessFrame()
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{
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Gpu.Fifo.DispatchCalls();
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}
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2018-02-15 05:16:16 -07:00
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internal virtual void OnFinish(EventArgs e)
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{
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2018-02-20 03:54:00 -07:00
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Finish?.Invoke(this, e);
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2018-02-15 05:16:16 -07:00
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}
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2018-02-17 14:36:08 -07:00
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2018-02-04 16:08:20 -07:00
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public void Dispose()
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{
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Dispose(true);
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}
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2018-03-11 22:04:52 -06:00
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protected virtual void Dispose(bool Disposing)
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2018-02-04 16:08:20 -07:00
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{
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2018-03-11 22:04:52 -06:00
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if (Disposing)
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2018-02-04 16:08:20 -07:00
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{
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2018-03-11 22:04:52 -06:00
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Os.Dispose();
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2018-02-04 16:08:20 -07:00
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VFs.Dispose();
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}
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}
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}
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}
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