ryujinx/Ryujinx.Graphics.OpenGL/Renderer.cs

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C#
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.OpenGL
{
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public sealed class Renderer : IRenderer
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{
private readonly Pipeline _pipeline;
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public IPipeline Pipeline => _pipeline;
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private readonly Counters _counters;
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private readonly Window _window;
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public IWindow Window => _window;
internal TextureCopy TextureCopy { get; }
public string GpuVendor { get; private set; }
public string GpuRenderer { get; private set; }
public string GpuVersion { get; private set; }
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public Renderer()
{
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_pipeline = new Pipeline();
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_counters = new Counters();
_window = new Window(this);
TextureCopy = new TextureCopy(this);
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}
public IShader CompileShader(ShaderProgram shader)
{
return new Shader(shader);
}
public IBuffer CreateBuffer(int size)
{
return new Buffer(size);
}
public IProgram CreateProgram(IShader[] shaders)
{
return new Program(shaders);
}
public ISampler CreateSampler(SamplerCreateInfo info)
{
return new Sampler(info);
}
public ITexture CreateTexture(TextureCreateInfo info)
{
return info.Target == Target.TextureBuffer ? new TextureBuffer(info) : new TextureStorage(this, info).CreateDefaultView();
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}
public Capabilities GetCapabilities()
{
return new Capabilities(
HwCapabilities.SupportsAstcCompression,
HwCapabilities.SupportsNonConstantTextureOffset,
HwCapabilities.MaximumComputeSharedMemorySize,
HwCapabilities.StorageBufferOffsetAlignment,
HwCapabilities.MaxSupportedAnisotropy);
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}
public ulong GetCounter(CounterType type)
{
return _counters.GetCounter(type);
}
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public void Initialize()
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{
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PrintGpuInformation();
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_counters.Initialize();
}
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private void PrintGpuInformation()
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{
GpuVendor = GL.GetString(StringName.Vendor);
GpuRenderer = GL.GetString(StringName.Renderer);
GpuVersion = GL.GetString(StringName.Version);
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Logger.PrintInfo(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
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}
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public void ResetCounter(CounterType type)
{
_counters.ResetCounter(type);
}
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public void Dispose()
{
TextureCopy.Dispose();
_pipeline.Dispose();
_window.Dispose();
}
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}
}