ryujinx/Ryujinx.Graphics.OpenGL/Renderer.cs

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C#
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using OpenTK.Graphics.OpenGL;
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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{
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private Pipeline _pipeline;
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 Renderer()
{
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_pipeline = new Pipeline();
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_counters = new Counters();
_window = new Window();
TextureCopy = new TextureCopy();
}
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 new TextureStorage(this, info).CreateDefaultView();
}
public void FlushPipelines()
{
GL.Finish();
}
public Capabilities GetCapabilities()
{
return new Capabilities(
HwCapabilities.SupportsAstcCompression,
HwCapabilities.SupportsNonConstantTextureOffset,
HwCapabilities.MaximumComputeSharedMemorySize,
HwCapabilities.StorageBufferOffsetAlignment);
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}
public ulong GetCounter(CounterType type)
{
return _counters.GetCounter(type);
}
public void InitializeCounters()
{
_counters.Initialize();
}
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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}
}