diff options
| author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2018-09-08 14:51:50 -0300 |
|---|---|---|
| committer | gdkchan <gab.dark.100@gmail.com> | 2018-09-08 14:51:50 -0300 |
| commit | ce1d5be212e6f71a7ca32c3bd7b48e32d9f51b9a (patch) | |
| tree | 759fe422127ce08c545d4616ccc9691f668032ec /Ryujinx.HLE/HOS/Services/Vi | |
| parent | a0c78f792012cdea060444d7cb6a36dbabb04d52 (diff) | |
Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* Move GPU LLE emulation from HLE to Graphics
* Graphics: Move Gal/Texture to Texture
* Remove Engines/ directory and namespace
* Use tables for image formats
* Abstract OpCode decoding
* Simplify image table
* Do not leak Read* symbols in TextureReader
* Fixups
* Rename IGalFrameBuffer -> IGalRenderTarget
* Remove MaxBpp hardcoded value
* Change yet again texture data and add G8R8 flipping
* Rename GalFrameBufferFormat to GalSurfaceFormat
* Unident EnsureSetup in ImageHandler
* Add IsCompressed
* Address some feedback
Diffstat (limited to 'Ryujinx.HLE/HOS/Services/Vi')
| -rw-r--r-- | Ryujinx.HLE/HOS/Services/Vi/NvFlinger.cs | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/Ryujinx.HLE/HOS/Services/Vi/NvFlinger.cs b/Ryujinx.HLE/HOS/Services/Vi/NvFlinger.cs index 12c17311..8f541fbf 100644 --- a/Ryujinx.HLE/HOS/Services/Vi/NvFlinger.cs +++ b/Ryujinx.HLE/HOS/Services/Vi/NvFlinger.cs @@ -1,5 +1,5 @@ using Ryujinx.Graphics.Gal; -using Ryujinx.HLE.Gpu.Texture; +using Ryujinx.Graphics.Texture; using Ryujinx.HLE.HOS.Kernel; using Ryujinx.HLE.HOS.Services.Nv.NvMap; using Ryujinx.HLE.Logging; @@ -303,7 +303,7 @@ namespace Ryujinx.HLE.HOS.Services.Android int Right = Crop.Right; int Bottom = Crop.Bottom; - Renderer.QueueAction(() => Renderer.FrameBuffer.SetTransform(FlipX, FlipY, Top, Left, Right, Bottom)); + Renderer.QueueAction(() => Renderer.RenderTarget.SetTransform(FlipX, FlipY, Top, Left, Right, Bottom)); //TODO: Support double buffering here aswell, it is broken for GPU //frame buffers because it seems to be completely out of sync. @@ -311,7 +311,7 @@ namespace Ryujinx.HLE.HOS.Services.Android { //Frame buffer is rendered to by the GPU, we can just //bind the frame buffer texture, it's not necessary to read anything. - Renderer.QueueAction(() => Renderer.FrameBuffer.Set(FbAddr)); + Renderer.QueueAction(() => Renderer.RenderTarget.Set(FbAddr)); } else { @@ -321,7 +321,7 @@ namespace Ryujinx.HLE.HOS.Services.Android byte[] Data = TextureReader.Read(Context.Memory, Texture); - Renderer.QueueAction(() => Renderer.FrameBuffer.Set(Data, FbWidth, FbHeight)); + Renderer.QueueAction(() => Renderer.RenderTarget.Set(Data, FbWidth, FbHeight)); } Context.Device.Gpu.Renderer.QueueAction(() => ReleaseBuffer(Slot)); |
