diff options
| author | Alex Barney <thealexbarney@gmail.com> | 2019-03-03 19:45:25 -0600 |
|---|---|---|
| committer | jduncanator <1518948+jduncanator@users.noreply.github.com> | 2019-03-04 12:45:25 +1100 |
| commit | 1f554c1093dde6a4d3ed80fae2675abfb6c12fac (patch) | |
| tree | bbbdfb87999168288777ac404081f3e49c7440ae /Ryujinx.Graphics/Gal/OpenGL/OglRenderer.cs | |
| parent | 8e71ea0812f6b56ff819dbda951b463bcb5eb8dc (diff) | |
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
Diffstat (limited to 'Ryujinx.Graphics/Gal/OpenGL/OglRenderer.cs')
| -rw-r--r-- | Ryujinx.Graphics/Gal/OpenGL/OglRenderer.cs | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/Ryujinx.Graphics/Gal/OpenGL/OglRenderer.cs b/Ryujinx.Graphics/Gal/OpenGL/OglRenderer.cs new file mode 100644 index 00000000..1ff8c7ad --- /dev/null +++ b/Ryujinx.Graphics/Gal/OpenGL/OglRenderer.cs @@ -0,0 +1,58 @@ +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(); + } + } + } +}
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