Some small sync primitive fixes, logging fixes, started to implement the 2D engine on the GPU, fixed DrawArrays, implemented a few more shader instructions, made a start on nvdrv refactor, etc...

This commit is contained in:
gdkchan 2018-04-25 23:11:26 -03:00
parent 211f7f69db
commit a38a72b062
27 changed files with 816 additions and 199 deletions

View file

@ -146,6 +146,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
ActionsQueue.Enqueue(() => FrameBuffer.SetViewport(X, Y, Width, Height));
}
public void GetFrameBufferData(long Tag, Action<byte[]> Callback)
{
ActionsQueue.Enqueue(() => FrameBuffer.GetBufferData(Tag, Callback));
}
public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
{
ActionsQueue.Enqueue(() => Rasterizer.ClearBuffers(RtIndex, Flags));
@ -173,14 +178,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
ActionsQueue.Enqueue(() => Rasterizer.SetIndexArray(Buffer, Format));
}
public void DrawArrays(int VbIndex, GalPrimitiveType PrimType)
public void DrawArrays(int VbIndex, int First, int PrimCount, GalPrimitiveType PrimType)
{
if ((uint)VbIndex > 31)
{
throw new ArgumentOutOfRangeException(nameof(VbIndex));
}
ActionsQueue.Enqueue(() => Rasterizer.DrawArrays(VbIndex, PrimType));
ActionsQueue.Enqueue(() => Rasterizer.DrawArrays(VbIndex, First, PrimCount, PrimType));
}
public void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType)