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Diffstat (limited to 'Ryujinx.HLE/HOS/Services/Vi/NvFlinger.cs')
-rw-r--r--Ryujinx.HLE/HOS/Services/Vi/NvFlinger.cs8
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));