JinxRyu/Ryujinx.Graphics/Gal/OpenGL/OGLRenderer.cs
ReinUsesLisp 726de8c46a Rendertarget attachments, texture and image changes (#358)
* Add multiple color outputs for fragment shaders

* Add registers and gal enums

* Use textures for framebuffers and split color and zeta framebuffers

* Abstract texture and framebuffer targets as an image

* Share images between framebuffers and textures

* Unstub formats

* Add some formats

* Disable multiple attachments

* Cache framebuffer attachments

* Handle format types

* Add some rendertarget formats

* Code cleanup

* Fixup half float types

* Address feedback

* Disable multiple attachments in shaders

* Add A4B4G4R4 image format

* Add reversed section for image enums
2018-08-19 22:25:26 -03:00

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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();
Texture = new OGLTexture();
FrameBuffer = new OGLFrameBuffer(Texture as OGLTexture);
Rasterizer = new OGLRasterizer();
Shader = new OGLShader(Buffer as OGLConstBuffer);
Pipeline = new OGLPipeline(Buffer as OGLConstBuffer, 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();
}
}
}
}