JinxRyu/Ryujinx.Graphics/Gal/OpenGL/OGLRenderer.cs
ReinUsesLisp 25dd5f4238 Low level graphics API prerequisites (#319)
* Add GalPipelineState and IGalPipeline

* Separate UploadVertex call

* Add ConstBuffer cache

* Move Vertex Assembly into GalPipelineState

* Move Uniform binds to GalPipelineState

* Move framebuffer flip into a buffer

* Rebase

* Fix regression

* Move clear values from VertexEndGl to ClearBuffers

* Rename obscure names O->Old S->New
2018-08-10 01:09:40 -03:00

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1.4 KiB
C#

using System;
using System.Collections.Concurrent;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OGLRenderer : IGalRenderer
{
public IGalConstBuffer Buffer { get; private set; }
public IGalFrameBuffer FrameBuffer { get; private set; }
public IGalRasterizer Rasterizer { get; private set; }
public IGalShader Shader { get; private set; }
public IGalPipeline Pipeline { get; private set; }
public IGalTexture Texture { get; private set; }
private ConcurrentQueue<Action> ActionsQueue;
public OGLRenderer()
{
Buffer = new OGLConstBuffer();
FrameBuffer = new OGLFrameBuffer();
Rasterizer = new OGLRasterizer();
Shader = new OGLShader(Buffer as OGLConstBuffer);
Pipeline = new OGLPipeline(Buffer as OGLConstBuffer, Rasterizer as OGLRasterizer, Shader as OGLShader);
Texture = new OGLTexture();
ActionsQueue = new ConcurrentQueue<Action>();
}
public void QueueAction(Action ActionMthd)
{
ActionsQueue.Enqueue(ActionMthd);
}
public void RunActions()
{
int Count = ActionsQueue.Count;
while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
{
RenderAction();
}
}
}
}