mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-23 06:42:44 +00:00
80b4972139
* Add Post Processing Effects * fix events and shader issues * fix gtk upscale slider value * fix bgra games * don't swap swizzle if already swapped * restore opengl texture state after effects run * addressed review * use single pipeline for smaa and fsr * call finish on all pipelines * addressed review * attempt fix file case * attempt fixing file case * fix filter level tick frequency * adjust filter slider margins * replace fxaa shaders with original shader * addressed review
43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Commands.Window;
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System;
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namespace Ryujinx.Graphics.GAL.Multithreading
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{
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public class ThreadedWindow : IWindow
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{
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private ThreadedRenderer _renderer;
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private IRenderer _impl;
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public ThreadedWindow(ThreadedRenderer renderer, IRenderer impl)
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{
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_renderer = renderer;
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_impl = impl;
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}
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public void Present(ITexture texture, ImageCrop crop, Action swapBuffersCallback)
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{
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// If there's already a frame in the pipeline, wait for it to be presented first.
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// This is a multithread rate limit - we can't be more than one frame behind the command queue.
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_renderer.WaitForFrame();
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_renderer.New<WindowPresentCommand>().Set(new TableRef<ThreadedTexture>(_renderer, texture as ThreadedTexture), crop, new TableRef<Action>(_renderer, swapBuffersCallback));
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_renderer.QueueCommand();
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}
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public void SetSize(int width, int height)
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{
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_impl.Window.SetSize(width, height);
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}
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public void ChangeVSyncMode(bool vsyncEnabled) { }
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public void SetAntiAliasing(AntiAliasing effect) { }
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public void SetScalingFilter(ScalingFilter type) { }
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public void SetScalingFilterLevel(float level) { }
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}
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}
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