Ryujinx/Ryujinx.Core/Switch.cs
gdkchan 34037701c7
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl

* More work on NvHostCtrl

* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind

* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)

* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks

* Remove now unused code, add comment about probably wrong result codes
2018-05-07 15:53:23 -03:00

93 lines
2.1 KiB
C#

using Ryujinx.Audio;
using Ryujinx.Core.Input;
using Ryujinx.Core.Logging;
using Ryujinx.Core.OsHle;
using Ryujinx.Core.Settings;
using Ryujinx.Graphics.Gal;
using Ryujinx.Core.Gpu;
using System;
namespace Ryujinx.Core
{
public class Switch : IDisposable
{
internal IAalOutput AudioOut { get; private set; }
public Logger Log { get; private set; }
internal NvGpu Gpu { get; private set; }
internal VirtualFileSystem VFs { get; private set; }
public Horizon Os { get; private set; }
public SystemSettings Settings { 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();
Gpu = new NvGpu(Renderer);
VFs = new VirtualFileSystem();
Os = new Horizon(this);
Settings = new SystemSettings();
Statistics = new PerformanceStatistics();
Hid = new Hid(Log);
Os.HidSharedMem.MemoryMapped += Hid.ShMemMap;
Os.HidSharedMem.MemoryUnmapped += Hid.ShMemUnmap;
}
public void LoadCart(string ExeFsDir, string RomFsFile = null)
{
Os.LoadCart(ExeFsDir, RomFsFile);
}
public void LoadProgram(string FileName)
{
Os.LoadProgram(FileName);
}
internal virtual void OnFinish(EventArgs e)
{
Finish?.Invoke(this, e);
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
{
if (Disposing)
{
Os.Dispose();
VFs.Dispose();
}
}
}
}