 d6b9babe1d
			
		
	
	
		d6b9babe1d
		
	
	
	
	
		
			
			* Keep the GUI alive when closing a game Make HLE.Switch init when starting a game and dispose it when closing the GlScreen. This also make HLE in charge of disposing the audio and gpu backend. * Address Ac_k's comments * Make sure to dispose the Discord module and use GTK quit method Also update Discord Precense when closing a game. * Make sure to dispose MainWindow * Address gdk's comments
		
			
				
	
	
		
			122 lines
		
	
	
		
			No EOL
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
		
			No EOL
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using Ryujinx.Graphics.GAL;
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| using Ryujinx.Graphics.Gpu.Engine;
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| using Ryujinx.Graphics.Gpu.Memory;
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| using System;
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| 
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| namespace Ryujinx.Graphics.Gpu
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| {
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|     /// <summary>
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|     /// GPU emulation context.
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|     /// </summary>
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|     public sealed class GpuContext : IDisposable
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|     {
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|         /// <summary>
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|         /// Host renderer.
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|         /// </summary>
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|         public IRenderer Renderer { get; }
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| 
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|         /// <summary>
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|         /// Physical memory access (it actually accesses the process memory, not actual physical memory).
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|         /// </summary>
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|         internal PhysicalMemory PhysicalMemory { get; private set; }
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| 
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|         /// <summary>
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|         /// GPU memory manager.
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|         /// </summary>
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|         public MemoryManager MemoryManager { get; }
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| 
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|         /// <summary>
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|         /// GPU memory accessor.
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|         /// </summary>
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|         public MemoryAccessor MemoryAccessor { get; }
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| 
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|         /// <summary>
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|         /// GPU engine methods processing.
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|         /// </summary>
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|         internal Methods Methods { get; }
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| 
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|         /// <summary>
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|         /// GPU commands FIFO.
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|         /// </summary>
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|         internal NvGpuFifo Fifo { get; }
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| 
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|         /// <summary>
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|         /// DMA pusher.
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|         /// </summary>
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|         public DmaPusher DmaPusher { get; }
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| 
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|         /// <summary>
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|         /// Presentation window.
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|         /// </summary>
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|         public Window Window { get; }
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| 
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|         /// <summary>
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|         /// Internal sequence number, used to avoid needless resource data updates
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|         /// in the middle of a command buffer before synchronizations.
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|         /// </summary>
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|         internal int SequenceNumber { get; private set; }
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| 
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|         private readonly Lazy<Capabilities> _caps;
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| 
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|         /// <summary>
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|         /// Host hardware capabilities.
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|         /// </summary>
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|         internal Capabilities Capabilities => _caps.Value;
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| 
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|         /// <summary>
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|         /// Creates a new instance of the GPU emulation context.
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|         /// </summary>
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|         /// <param name="renderer">Host renderer</param>
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|         public GpuContext(IRenderer renderer)
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|         {
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|             Renderer = renderer;
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| 
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|             MemoryManager = new MemoryManager();
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| 
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|             MemoryAccessor = new MemoryAccessor(this);
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| 
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|             Methods = new Methods(this);
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| 
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|             Fifo = new NvGpuFifo(this);
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| 
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|             DmaPusher = new DmaPusher(this);
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| 
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|             Window = new Window(this);
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| 
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|             _caps = new Lazy<Capabilities>(Renderer.GetCapabilities);
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|         }
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| 
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|         /// <summary>
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|         /// Advances internal sequence number.
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|         /// This forces the update of any modified GPU resource.
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|         /// </summary>
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|         internal void AdvanceSequence()
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|         {
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|             SequenceNumber++;
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|         }
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| 
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|         /// <summary>
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|         /// Sets the process memory manager, after the application process is initialized.
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|         /// This is required for any GPU memory access.
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|         /// </summary>
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|         /// <param name="cpuMemory">CPU memory manager</param>
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|         public void SetVmm(ARMeilleure.Memory.MemoryManager cpuMemory)
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|         {
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|             PhysicalMemory = new PhysicalMemory(cpuMemory);
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|         }
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| 
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|         /// <summary>
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|         /// Disposes all GPU resources currently cached.
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|         /// It's an error to push any GPU commands after disposal.
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|         /// Additionally, the GPU commands FIFO must be empty for disposal,
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|         /// and processing of all commands must have finished.
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|         /// </summary>
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|         public void Dispose()
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|         {
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|             Methods.ShaderCache.Dispose();
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|             Methods.BufferManager.Dispose();
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|             Methods.TextureManager.Dispose();
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|             Renderer.Dispose();
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|         }
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|     }
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| } |