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* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1069 warnings * Address remaining dotnet format analyzer warnings * Address review comments * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Revert formatting changes for while and for-loops * Another rebase, another dotnet format run * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format analyzers after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Address IDE0251 warnings * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First dotnet format pass * Address review feedback * Add trailing commas * Remove SuppressMessage for IDE0066 * Make explicit Equals implementation implicit
43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Commands.Window;
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System;
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namespace Ryujinx.Graphics.GAL.Multithreading
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{
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public class ThreadedWindow : IWindow
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{
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private readonly ThreadedRenderer _renderer;
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private readonly IRenderer _impl;
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public ThreadedWindow(ThreadedRenderer renderer, IRenderer impl)
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{
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_renderer = renderer;
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_impl = impl;
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}
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public void Present(ITexture texture, ImageCrop crop, Action swapBuffersCallback)
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{
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// If there's already a frame in the pipeline, wait for it to be presented first.
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// This is a multithread rate limit - we can't be more than one frame behind the command queue.
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_renderer.WaitForFrame();
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_renderer.New<WindowPresentCommand>().Set(new TableRef<ThreadedTexture>(_renderer, texture as ThreadedTexture), crop, new TableRef<Action>(_renderer, swapBuffersCallback));
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_renderer.QueueCommand();
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}
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public void SetSize(int width, int height)
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{
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_impl.Window.SetSize(width, height);
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}
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public void ChangeVSyncMode(bool vsyncEnabled) { }
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public void SetAntiAliasing(AntiAliasing effect) { }
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public void SetScalingFilter(ScalingFilter type) { }
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public void SetScalingFilterLevel(float level) { }
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}
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}
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