mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-28 03:14:04 +00:00
9f1cf6458c
* Initial implementation of migration between memory heaps - Missing OOM handling - Missing `_map` data safety when remapping - Copy may not have completed yet (needs some kind of fence) - Map may be unmapped before it is done being used. (needs scoped access) - SSBO accesses are all "writes" - maybe pass info in another way. - Missing keeping map type when resizing buffers (should this be done?) * Ensure migrated data is in place before flushing. * Fix issue where old waitable would be signalled. - There is a real issue where existing Auto<> references need to be replaced. * Swap bound Auto<> instances when swapping buffer backing * Fix conversion buffers * Don't try move buffers if the host has shared memory. * Make GPU methods return PinnedSpan with scope * Storage Hint * Fix stupidity * Fix rebase * Tweak rules Attempt to sidestep BOTW slowdown * Remove line * Migrate only when command buffers flush * Change backing swap log to debug * Address some feedback * Disallow backing swap when the flush lock is held by the current thread * Make PinnedSpan from ReadOnlySpan explicitly unsafe * Fix some small issues - Index buffer swap fixed - Allocate DeviceLocal buffers using a separate block list to images. * Remove alternative flags * Address feedback
65 lines
1.7 KiB
C#
65 lines
1.7 KiB
C#
using Ryujinx.Common.Configuration;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.GAL
|
|
{
|
|
public interface IRenderer : IDisposable
|
|
{
|
|
event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
|
|
|
|
bool PreferThreading { get; }
|
|
|
|
IPipeline Pipeline { get; }
|
|
|
|
IWindow Window { get; }
|
|
|
|
void BackgroundContextAction(Action action, bool alwaysBackground = false);
|
|
|
|
BufferHandle CreateBuffer(int size, BufferHandle storageHint);
|
|
|
|
BufferHandle CreateBuffer(int size)
|
|
{
|
|
return CreateBuffer(size, BufferHandle.Null);
|
|
}
|
|
|
|
IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info);
|
|
|
|
ISampler CreateSampler(SamplerCreateInfo info);
|
|
ITexture CreateTexture(TextureCreateInfo info, float scale);
|
|
|
|
void CreateSync(ulong id, bool strict);
|
|
|
|
void DeleteBuffer(BufferHandle buffer);
|
|
|
|
PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size);
|
|
|
|
Capabilities GetCapabilities();
|
|
ulong GetCurrentSync();
|
|
HardwareInfo GetHardwareInfo();
|
|
|
|
IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info);
|
|
|
|
void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
|
|
|
|
void UpdateCounters();
|
|
|
|
void PreFrame();
|
|
|
|
ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved);
|
|
|
|
void ResetCounter(CounterType type);
|
|
|
|
void RunLoop(Action gpuLoop)
|
|
{
|
|
gpuLoop();
|
|
}
|
|
|
|
void WaitSync(ulong id);
|
|
|
|
void Initialize(GraphicsDebugLevel logLevel);
|
|
|
|
void SetInterruptAction(Action<Action> interruptAction);
|
|
|
|
void Screenshot();
|
|
}
|
|
}
|