 59964f667c
			
		
	
	
		59964f667c
		
			
		
	
	
	
	
		
			
			* Add support for bigger UBOs, fix sRGB regression, small improvement to the 2D copy engine * Break into multiple lines * Read fractions for source/step values on the 2d copy engine aswell * Use fixed point math for more speed * Fix reinterpret when texture sizes are different
		
			
				
	
	
		
			58 lines
		
	
	
		
			No EOL
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			58 lines
		
	
	
		
			No EOL
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System;
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| using System.Collections.Concurrent;
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| 
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| namespace Ryujinx.Graphics.Gal.OpenGL
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| {
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|     public class OGLRenderer : IGalRenderer
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|     {
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|         public IGalConstBuffer Buffer { get; private set; }
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| 
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|         public IGalRenderTarget RenderTarget { get; private set; }
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| 
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|         public IGalRasterizer Rasterizer { get; private set; }
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| 
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|         public IGalShader Shader { get; private set; }
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| 
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|         public IGalPipeline Pipeline { get; private set; }
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| 
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|         public IGalTexture Texture { get; private set; }
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| 
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|         private ConcurrentQueue<Action> ActionsQueue;
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| 
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|         public OGLRenderer()
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|         {
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|             Buffer = new OGLConstBuffer();
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| 
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|             Texture = new OGLTexture();
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| 
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|             RenderTarget = new OGLRenderTarget(Texture as OGLTexture);
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| 
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|             Rasterizer = new OGLRasterizer();
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| 
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|             Shader = new OGLShader(Buffer as OGLConstBuffer);
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| 
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|             Pipeline = new OGLPipeline(
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|                 Buffer       as OGLConstBuffer,
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|                 RenderTarget as OGLRenderTarget,
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|                 Rasterizer   as OGLRasterizer,
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|                 Shader       as OGLShader);
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| 
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|             ActionsQueue = new ConcurrentQueue<Action>();
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|         }
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| 
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|         public void QueueAction(Action ActionMthd)
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|         {
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|             ActionsQueue.Enqueue(ActionMthd);
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|         }
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| 
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|         public void RunActions()
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|         {
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|             int Count = ActionsQueue.Count;
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| 
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|             while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
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|             {
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|                 RenderAction();
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|             }
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|         }
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|     }
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| } |