JinxRyu/Ryujinx.Graphics/Gal/OpenGL/OglRenderer.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics (#611)
* Renaming part 1

* Renaming part 2

* Renaming part 3

* Renaming part 4

* Renaming part 5

* Renaming part 6

* Renaming part 7

* Renaming part 8

* Renaming part 9

* Renaming part 10

* General cleanup

* Thought I got all of these

* Apply #595

* Additional renaming

* Tweaks from feedback

* Rename files
2019-03-04 12:45:25 +11:00

58 lines
No EOL
1.5 KiB
C#

using System;
using System.Collections.Concurrent;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OglRenderer : IGalRenderer
{
public IGalConstBuffer Buffer { get; private set; }
public IGalRenderTarget RenderTarget { 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();
Texture = new OglTexture();
RenderTarget = new OglRenderTarget(Texture as OglTexture);
Rasterizer = new OglRasterizer();
Shader = new OglShader(Buffer as OglConstBuffer);
Pipeline = new OglPipeline(
Buffer as OglConstBuffer,
RenderTarget as OglRenderTarget,
Rasterizer as OglRasterizer,
Shader as OglShader);
_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();
}
}
}
}