using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine;
using Ryujinx.Graphics.Gpu.Memory;
using System;
namespace Ryujinx.Graphics.Gpu
{
///
/// GPU emulation context.
///
public class GpuContext
{
///
/// Host renderer.
///
public IRenderer Renderer { get; }
///
/// Physical memory access (it actually accesses the process memory, not actual physical memory).
///
internal PhysicalMemory PhysicalMemory { get; private set; }
///
/// GPU memory manager.
///
public MemoryManager MemoryManager { get; }
///
/// GPU memory accessor.
///
internal MemoryAccessor MemoryAccessor { get; }
///
/// GPU engine methods processing.
///
internal Methods Methods { get; }
///
/// GPU commands FIFO.
///
internal NvGpuFifo Fifo { get; }
///
/// DMA pusher.
///
public DmaPusher DmaPusher { get; }
///
/// Presentation window.
///
public Window Window { get; }
///
/// Internal sequence number, used to avoid needless resource data updates
/// in the middle of a command buffer before synchronizations.
///
internal int SequenceNumber { get; private set; }
private readonly Lazy _caps;
///
/// Host hardware capabilities.
///
internal Capabilities Capabilities => _caps.Value;
///
/// Creates a new instance of the GPU emulation context.
///
/// Host renderer
public GpuContext(IRenderer renderer)
{
Renderer = renderer;
MemoryManager = new MemoryManager();
MemoryAccessor = new MemoryAccessor(this);
Methods = new Methods(this);
Fifo = new NvGpuFifo(this);
DmaPusher = new DmaPusher(this);
Window = new Window(this);
_caps = new Lazy(Renderer.GetCapabilities);
}
///
/// Advances internal sequence number.
/// This forces the update of any modified GPU resource.
///
internal void AdvanceSequence()
{
SequenceNumber++;
}
///
/// Sets the process memory manager, after the application process is initialized.
/// This is required for any GPU memory access.
///
/// CPU memory manager
public void SetVmm(ARMeilleure.Memory.MemoryManager cpuMemory)
{
PhysicalMemory = new PhysicalMemory(cpuMemory);
}
}
}