1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-12-24 10:06:01 +00:00
Ryujinx/Ryujinx.Graphics.GAL/Multithreading/ThreadedWindow.cs
Emmanuel Hansen c8f9292bab
Avalonia - Couple fixes and improvements to vulkan (#3483)
* drop split devices, rebase

* add fallback to opengl if vulkan is not available

* addressed review

* ensure present image references are incremented and decremented when necessary

* allow changing vsync for vulkan

* fix screenshot on avalonia vulkan

* save favorite when toggled

* improve sync between popups

* use separate devices for each new window

* fix crash when closing window

* addressed review

* don't create the main window with immediate mode

* change skia vk delegate to method

* update vulkan throwonerror

* addressed review
2022-08-16 16:32:37 +00:00

36 lines
1.3 KiB
C#

using Ryujinx.Graphics.GAL.Multithreading.Commands.Window;
using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using System;
namespace Ryujinx.Graphics.GAL.Multithreading
{
public class ThreadedWindow : IWindow
{
private ThreadedRenderer _renderer;
private IRenderer _impl;
public ThreadedWindow(ThreadedRenderer renderer, IRenderer impl)
{
_renderer = renderer;
_impl = impl;
}
public void Present(ITexture texture, ImageCrop crop, Action<object> swapBuffersCallback)
{
// If there's already a frame in the pipeline, wait for it to be presented first.
// This is a multithread rate limit - we can't be more than one frame behind the command queue.
_renderer.WaitForFrame();
_renderer.New<WindowPresentCommand>().Set(new TableRef<ThreadedTexture>(_renderer, texture as ThreadedTexture), crop, new TableRef<Action<object>>(_renderer, swapBuffersCallback));
_renderer.QueueCommand();
}
public void SetSize(int width, int height)
{
_impl.Window.SetSize(width, height);
}
public void ChangeVSyncMode(bool vsyncEnabled) { }
}
}