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Ryujinx/Ryujinx.HLE/Switch.cs
gdkchan c393cdf8e3
More flexible memory manager (#307)
* Keep track mapped buffers with fixed offsets

* Started rewriting the memory manager

* Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks

* MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks

* Rebased

* Optimize the map/unmap physical memory svcs

* Integrate shared font support

* Fix address space reserve alignment

* Some fixes related to gpu memory mapping

* Some cleanup

* Only try uploading const buffers that are really used

* Check if memory region is contiguous

* Rebased

* Add missing count increment on IsRegionModified

* Check for reads/writes outside of the address space, optimize translation with a tail call
2018-08-15 15:59:51 -03:00

101 lines
2.2 KiB
C#

using Ryujinx.Audio;
using Ryujinx.Graphics.Gal;
using Ryujinx.HLE.Gpu;
using Ryujinx.HLE.Input;
using Ryujinx.HLE.Logging;
using Ryujinx.HLE.Memory;
using Ryujinx.HLE.OsHle;
using System;
namespace Ryujinx.HLE
{
public class Switch : IDisposable
{
internal IAalOutput AudioOut { get; private set; }
public Logger Log { get; private set; }
internal DeviceMemory Memory { get; private set; }
internal NvGpu Gpu { get; private set; }
internal VirtualFileSystem VFs { get; private set; }
public Horizon Os { get; private set; }
public PerformanceStatistics Statistics { get; private set; }
public Hid Hid { get; private set; }
public event EventHandler Finish;
public Switch(IGalRenderer Renderer, IAalOutput AudioOut)
{
if (Renderer == null)
{
throw new ArgumentNullException(nameof(Renderer));
}
if (AudioOut == null)
{
throw new ArgumentNullException(nameof(AudioOut));
}
this.AudioOut = AudioOut;
Log = new Logger();
Memory = new DeviceMemory();
Gpu = new NvGpu(Renderer);
VFs = new VirtualFileSystem();
Os = new Horizon(this);
Statistics = new PerformanceStatistics();
Hid = new Hid(this, Os.HidSharedMem.PA);
}
public void LoadCart(string ExeFsDir, string RomFsFile = null)
{
Os.LoadCart(ExeFsDir, RomFsFile);
}
public void LoadProgram(string FileName)
{
Os.LoadProgram(FileName);
}
public bool WaitFifo()
{
return Gpu.Fifo.Event.WaitOne(8);
}
public void ProcessFrame()
{
Gpu.Fifo.DispatchCalls();
}
public virtual void OnFinish(EventArgs e)
{
Os.Dispose();
Finish?.Invoke(this, e);
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
{
if (Disposing)
{
Os.Dispose();
VFs.Dispose();
}
}
}
}