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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.GAL.Texture;
using Ryujinx.Graphics.Gpu.Engine;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.State;
using System;
namespace Ryujinx.Graphics.Gpu
{
public class GpuContext
{
public IRenderer Renderer { get; }
internal GpuState State { get; }
internal IPhysicalMemory PhysicalMemory { get; private set; }
public MemoryManager MemoryManager { get; }
internal MemoryAccessor MemoryAccessor { get; }
internal Methods Methods { get; }
internal NvGpuFifo Fifo { get; }
public DmaPusher DmaPusher { get; }
internal int SequenceNumber { get; private set; }
private Lazy<Capabilities> _caps;
internal Capabilities Capabilities => _caps.Value;
public GpuContext(IRenderer renderer)
{
Renderer = renderer;
State = new GpuState();
MemoryManager = new MemoryManager();
MemoryAccessor = new MemoryAccessor(this);
Methods = new Methods(this);
Fifo = new NvGpuFifo(this);
DmaPusher = new DmaPusher(this);
_caps = new Lazy<Capabilities>(GetCapabilities);
}
internal void AdvanceSequence()
{
SequenceNumber++;
}
public ITexture GetTexture(
ulong address,
int width,
int height,
int stride,
bool isLinear,
int gobBlocksInY,
Format format,
int bytesPerPixel)
{
FormatInfo formatInfo = new FormatInfo(format, 1, 1, bytesPerPixel);
TextureInfo info = new TextureInfo(
address,
width,
height,
1,
1,
1,
1,
stride,
isLinear,
gobBlocksInY,
1,
1,
Target.Texture2D,
formatInfo);
return Methods.GetTexture(address)?.HostTexture;
}
private Capabilities GetCapabilities()
{
return Renderer.GetCapabilities();
}
public void SetVmm(IPhysicalMemory mm)
{
PhysicalMemory = mm;
}
}
}
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