RyuKen/Ryujinx.Graphics/Gal/OpenGL/OGLStreamBuffer.cs
gdkchan 00579927e4
Better process implementation (#491)
* Initial implementation of KProcess

* Some improvements to the memory manager, implement back guest stack trace printing

* Better GetInfo implementation, improve checking in some places with information from process capabilities

* Allow the cpu to read/write from the correct memory locations for accesses crossing a page boundary

* Change long -> ulong for address/size on memory related methods to avoid unnecessary casts

* Attempt at implementing ldr:ro with new KProcess

* Allow BSS with size 0 on ldr:ro

* Add checking for memory block slab heap usage, return errors if full, exit gracefully

* Use KMemoryBlockSize const from KMemoryManager

* Allow all methods to read from non-contiguous locations

* Fix for TransactParcelAuto

* Address PR feedback, additionally fix some small issues related to the KIP loader and implement SVCs GetProcessId, GetProcessList, GetSystemInfo, CreatePort and ManageNamedPort

* Fix wrong check for source pages count from page list on MapPhysicalMemory

* Fix some issues with UnloadNro on ldr:ro
2018-11-28 20:18:09 -02:00

55 lines
1.3 KiB
C#

using OpenTK.Graphics.OpenGL;
using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLStreamBuffer : IDisposable
{
public int Handle { get; protected set; }
public long Size { get; protected set; }
protected BufferTarget Target { get; private set; }
public OGLStreamBuffer(BufferTarget Target, long Size)
{
this.Target = Target;
this.Size = Size;
Handle = GL.GenBuffer();
GL.BindBuffer(Target, Handle);
GL.BufferData(Target, (IntPtr)Size, IntPtr.Zero, BufferUsageHint.StreamDraw);
}
public void SetData(long Size, IntPtr HostAddress)
{
GL.BindBuffer(Target, Handle);
GL.BufferSubData(Target, IntPtr.Zero, (IntPtr)Size, HostAddress);
}
public void SetData(byte[] Data)
{
GL.BindBuffer(Target, Handle);
GL.BufferSubData(Target, IntPtr.Zero, (IntPtr)Data.Length, Data);
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
{
if (Disposing && Handle != 0)
{
GL.DeleteBuffer(Handle);
Handle = 0;
}
}
}
}