2018-03-15 20:06:24 -04:00
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using Ryujinx.Audio;
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2018-09-08 13:51:50 -04:00
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using Ryujinx.Graphics;
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2018-02-20 15:09:23 -05:00
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using Ryujinx.Graphics.Gal;
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2018-09-08 18:04:26 -04:00
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using Ryujinx.HLE.FileSystem;
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2018-08-16 19:47:36 -04:00
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using Ryujinx.HLE.HOS;
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2018-06-10 20:46:42 -04:00
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using Ryujinx.HLE.Input;
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2018-08-15 14:59:51 -04:00
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using Ryujinx.HLE.Memory;
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2018-02-04 18:08:20 -05:00
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using System;
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2018-09-09 19:38:56 -04:00
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using System.Threading;
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2018-02-04 18:08:20 -05:00
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2018-06-10 20:46:42 -04:00
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namespace Ryujinx.HLE
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{
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public class Switch : IDisposable
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{
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2018-03-15 20:06:24 -04:00
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internal IAalOutput AudioOut { get; private set; }
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internal DeviceMemory Memory { get; private set; }
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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 14:53:23 -04:00
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internal NvGpu Gpu { get; private set; }
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internal VirtualFileSystem FileSystem { get; private set; }
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public Horizon System { get; private set; }
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2018-03-06 15:18:49 -05:00
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public PerformanceStatistics Statistics { get; private set; }
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public Hid Hid { get; private set; }
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2018-09-09 19:38:56 -04:00
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public bool EnableDeviceVsync { get; set; } = true;
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public AutoResetEvent VsyncEvent { get; private set; }
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public event EventHandler Finish;
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public Switch(IGalRenderer Renderer, IAalOutput AudioOut)
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{
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if (Renderer == null)
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{
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throw new ArgumentNullException(nameof(Renderer));
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}
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if (AudioOut == null)
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{
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throw new ArgumentNullException(nameof(AudioOut));
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}
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this.AudioOut = AudioOut;
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2018-08-15 14:59:51 -04:00
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Memory = new DeviceMemory();
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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 14:53:23 -04:00
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Gpu = new NvGpu(Renderer);
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2018-03-03 12:04:58 -05:00
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FileSystem = new VirtualFileSystem();
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System = new Horizon(this);
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2018-03-06 15:18:49 -05:00
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Statistics = new PerformanceStatistics();
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Hid = new Hid(this, System.HidSharedMem.PA);
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VsyncEvent = new AutoResetEvent(true);
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}
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public void LoadCart(string ExeFsDir, string RomFsFile = null)
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{
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System.LoadCart(ExeFsDir, RomFsFile);
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}
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2018-09-08 14:33:27 -04:00
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public void LoadXci(string XciFile)
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{
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System.LoadXci(XciFile);
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}
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public void LoadNca(string NcaFile)
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{
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System.LoadNca(NcaFile);
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}
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public void LoadNsp(string NspFile)
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{
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System.LoadNsp(NspFile);
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}
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public void LoadProgram(string FileName)
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{
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System.LoadProgram(FileName);
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}
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2018-07-12 13:03:52 -04:00
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public bool WaitFifo()
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{
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return Gpu.Pusher.WaitForCommands();
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}
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2018-06-23 20:39:25 -04:00
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public void ProcessFrame()
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{
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Gpu.Pusher.DispatchCalls();
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}
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internal void Unload()
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{
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FileSystem.Dispose();
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Memory.Dispose();
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2018-02-15 07:16:16 -05:00
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}
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2018-02-17 16:36:08 -05:00
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2018-02-04 18:08:20 -05:00
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public void Dispose()
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{
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Dispose(true);
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}
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2018-03-12 00:04:52 -04:00
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protected virtual void Dispose(bool Disposing)
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{
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if (Disposing)
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{
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System.Dispose();
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VsyncEvent.Dispose();
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}
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}
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}
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2018-08-13 20:13:01 -04:00
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}
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