c393cdf8e3
* Keep track mapped buffers with fixed offsets * Started rewriting the memory manager * Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks * MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks * Rebased * Optimize the map/unmap physical memory svcs * Integrate shared font support * Fix address space reserve alignment * Some fixes related to gpu memory mapping * Some cleanup * Only try uploading const buffers that are really used * Check if memory region is contiguous * Rebased * Add missing count increment on IsRegionModified * Check for reads/writes outside of the address space, optimize translation with a tail call
101 lines
2.2 KiB
C#
101 lines
2.2 KiB
C#
using Ryujinx.Audio;
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using Ryujinx.Graphics.Gal;
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using Ryujinx.HLE.Gpu;
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using Ryujinx.HLE.Input;
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using Ryujinx.HLE.Logging;
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using Ryujinx.HLE.Memory;
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using Ryujinx.HLE.OsHle;
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using System;
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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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internal IAalOutput AudioOut { get; private set; }
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public Logger Log { get; private set; }
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internal DeviceMemory Memory { get; private set; }
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internal NvGpu Gpu { get; private set; }
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internal VirtualFileSystem VFs { get; private set; }
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public Horizon Os { get; private set; }
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public PerformanceStatistics Statistics { get; private set; }
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public Hid Hid { 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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Log = new Logger();
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Memory = new DeviceMemory();
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Gpu = new NvGpu(Renderer);
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VFs = new VirtualFileSystem();
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Os = new Horizon(this);
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Statistics = new PerformanceStatistics();
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Hid = new Hid(this, Os.HidSharedMem.PA);
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}
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public void LoadCart(string ExeFsDir, string RomFsFile = null)
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{
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Os.LoadCart(ExeFsDir, RomFsFile);
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}
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public void LoadProgram(string FileName)
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{
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Os.LoadProgram(FileName);
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}
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public bool WaitFifo()
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{
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return Gpu.Fifo.Event.WaitOne(8);
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}
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public void ProcessFrame()
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{
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Gpu.Fifo.DispatchCalls();
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}
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public virtual void OnFinish(EventArgs e)
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{
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Os.Dispose();
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Finish?.Invoke(this, e);
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}
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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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protected virtual void Dispose(bool Disposing)
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{
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if (Disposing)
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{
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Os.Dispose();
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VFs.Dispose();
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}
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}
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}
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}
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