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https://github.com/Ryujinx/Ryujinx.git
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79 lines
2.5 KiB
C#
79 lines
2.5 KiB
C#
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// Represents a GPU channel.
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/// </summary>
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public class GpuChannel : IDisposable
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{
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private readonly GpuContext _context;
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private readonly GPFifoDevice _device;
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private readonly GPFifoProcessor _processor;
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/// <summary>
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/// Channel buffer bindings manager.
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/// </summary>
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internal BufferManager BufferManager { get; }
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/// <summary>
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/// Channel texture bindings manager.
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/// </summary>
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internal TextureManager TextureManager { get; }
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/// <summary>
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/// Creates a new instance of a GPU channel.
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/// </summary>
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/// <param name="context">GPU context that the channel belongs to</param>
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internal GpuChannel(GpuContext context)
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{
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_context = context;
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_device = context.GPFifo;
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_processor = new GPFifoProcessor(context, this);
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BufferManager = new BufferManager(context);
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TextureManager = new TextureManager(context, this);
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}
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/// <summary>
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/// Push a GPFIFO entry in the form of a prefetched command buffer.
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/// It is intended to be used by nvservices to handle special cases.
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/// </summary>
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/// <param name="commandBuffer">The command buffer containing the prefetched commands</param>
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public void PushHostCommandBuffer(int[] commandBuffer)
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{
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_device.PushHostCommandBuffer(_processor, commandBuffer);
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}
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/// <summary>
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/// Pushes GPFIFO entries.
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/// </summary>
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/// <param name="entries">GPFIFO entries</param>
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public void PushEntries(ReadOnlySpan<ulong> entries)
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{
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_device.PushEntries(_processor, entries);
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}
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/// <summary>
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/// Disposes the GPU channel.
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/// It's an error to use the GPU channel after disposal.
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/// </summary>
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public void Dispose()
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{
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_context.DisposedChannels.Enqueue(this);
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}
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/// <summary>
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/// Performs disposal of the host GPU resources used by this channel, that are not shared.
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/// This must only be called from the render thread.
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/// </summary>
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internal void Destroy()
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{
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BufferManager.Dispose();
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TextureManager.Dispose();
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}
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}
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}
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