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authorReinUsesLisp <reinuseslisp@airmail.cc>2018-09-08 14:51:50 -0300
committergdkchan <gab.dark.100@gmail.com>2018-09-08 14:51:50 -0300
commitce1d5be212e6f71a7ca32c3bd7b48e32d9f51b9a (patch)
tree759fe422127ce08c545d4616ccc9691f668032ec /Ryujinx.HLE/HOS
parenta0c78f792012cdea060444d7cb6a36dbabb04d52 (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')
-rw-r--r--Ryujinx.HLE/HOS/Services/Nv/NvGpuAS/NvGpuASCtx.cs2
-rw-r--r--Ryujinx.HLE/HOS/Services/Nv/NvGpuAS/NvGpuASIoctl.cs2
-rw-r--r--Ryujinx.HLE/HOS/Services/Nv/NvHostChannel/NvHostChannelIoctl.cs2
-rw-r--r--Ryujinx.HLE/HOS/Services/Nv/NvMap/NvMapIoctl.cs2
-rw-r--r--Ryujinx.HLE/HOS/Services/Vi/NvFlinger.cs8
5 files changed, 8 insertions, 8 deletions
diff --git a/Ryujinx.HLE/HOS/Services/Nv/NvGpuAS/NvGpuASCtx.cs b/Ryujinx.HLE/HOS/Services/Nv/NvGpuAS/NvGpuASCtx.cs
index 7b6a8676..70275b2a 100644
--- a/Ryujinx.HLE/HOS/Services/Nv/NvGpuAS/NvGpuASCtx.cs
+++ b/Ryujinx.HLE/HOS/Services/Nv/NvGpuAS/NvGpuASCtx.cs
@@ -1,4 +1,4 @@
-using Ryujinx.HLE.Gpu.Memory;
+using Ryujinx.Graphics.Memory;
using System.Collections.Generic;
namespace Ryujinx.HLE.HOS.Services.Nv.NvGpuAS
diff --git a/Ryujinx.HLE/HOS/Services/Nv/NvGpuAS/NvGpuASIoctl.cs b/Ryujinx.HLE/HOS/Services/Nv/NvGpuAS/NvGpuASIoctl.cs
index c9be18ea..95eb5b98 100644
--- a/Ryujinx.HLE/HOS/Services/Nv/NvGpuAS/NvGpuASIoctl.cs
+++ b/Ryujinx.HLE/HOS/Services/Nv/NvGpuAS/NvGpuASIoctl.cs
@@ -1,5 +1,5 @@
using ChocolArm64.Memory;
-using Ryujinx.HLE.Gpu.Memory;
+using Ryujinx.Graphics.Memory;
using Ryujinx.HLE.HOS.Services.Nv.NvMap;
using Ryujinx.HLE.Logging;
using System;
diff --git a/Ryujinx.HLE/HOS/Services/Nv/NvHostChannel/NvHostChannelIoctl.cs b/Ryujinx.HLE/HOS/Services/Nv/NvHostChannel/NvHostChannelIoctl.cs
index 842447f3..f4ed4821 100644
--- a/Ryujinx.HLE/HOS/Services/Nv/NvHostChannel/NvHostChannelIoctl.cs
+++ b/Ryujinx.HLE/HOS/Services/Nv/NvHostChannel/NvHostChannelIoctl.cs
@@ -1,5 +1,5 @@
using ChocolArm64.Memory;
-using Ryujinx.HLE.Gpu.Memory;
+using Ryujinx.Graphics.Memory;
using Ryujinx.HLE.HOS.Services.Nv.NvGpuAS;
using Ryujinx.HLE.Logging;
using System;
diff --git a/Ryujinx.HLE/HOS/Services/Nv/NvMap/NvMapIoctl.cs b/Ryujinx.HLE/HOS/Services/Nv/NvMap/NvMapIoctl.cs
index 782f7b80..38da2889 100644
--- a/Ryujinx.HLE/HOS/Services/Nv/NvMap/NvMapIoctl.cs
+++ b/Ryujinx.HLE/HOS/Services/Nv/NvMap/NvMapIoctl.cs
@@ -1,5 +1,5 @@
using ChocolArm64.Memory;
-using Ryujinx.HLE.Gpu.Memory;
+using Ryujinx.Graphics.Memory;
using Ryujinx.HLE.Logging;
using Ryujinx.HLE.Utilities;
using System.Collections.Concurrent;
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));