Switch.cs 4.0 KB

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  1. using LibHac.FsSystem;
  2. using Ryujinx.Audio;
  3. using Ryujinx.Configuration;
  4. using Ryujinx.Graphics.GAL;
  5. using Ryujinx.Graphics.Gpu;
  6. using Ryujinx.HLE.FileSystem;
  7. using Ryujinx.HLE.HOS;
  8. using Ryujinx.HLE.HOS.Services;
  9. using Ryujinx.HLE.HOS.SystemState;
  10. using Ryujinx.HLE.Input;
  11. using System;
  12. using System.Threading;
  13. namespace Ryujinx.HLE
  14. {
  15. public class Switch : IDisposable
  16. {
  17. internal IAalOutput AudioOut { get; private set; }
  18. internal DeviceMemory Memory { get; private set; }
  19. internal GpuContext Gpu { get; private set; }
  20. public VirtualFileSystem FileSystem { get; private set; }
  21. public Horizon System { get; private set; }
  22. public PerformanceStatistics Statistics { get; private set; }
  23. public Hid Hid { get; private set; }
  24. public bool EnableDeviceVsync { get; set; } = true;
  25. public AutoResetEvent VsyncEvent { get; private set; }
  26. public event EventHandler Finish;
  27. public Switch(IRenderer renderer, IAalOutput audioOut)
  28. {
  29. if (renderer == null)
  30. {
  31. throw new ArgumentNullException(nameof(renderer));
  32. }
  33. if (audioOut == null)
  34. {
  35. throw new ArgumentNullException(nameof(audioOut));
  36. }
  37. AudioOut = audioOut;
  38. Memory = new DeviceMemory();
  39. Gpu = new GpuContext(renderer);
  40. FileSystem = new VirtualFileSystem();
  41. System = new Horizon(this);
  42. Statistics = new PerformanceStatistics();
  43. Hid = new Hid(this, System.HidBaseAddress);
  44. VsyncEvent = new AutoResetEvent(true);
  45. }
  46. public void Initialize()
  47. {
  48. System.State.SetLanguage((SystemLanguage)ConfigurationState.Instance.System.Language.Value);
  49. EnableDeviceVsync = ConfigurationState.Instance.Graphics.EnableVsync;
  50. // TODO: Make this reloadable and implement Docking/Undocking logic.
  51. System.State.DockedMode = ConfigurationState.Instance.System.EnableDockedMode;
  52. if (ConfigurationState.Instance.System.EnableMulticoreScheduling)
  53. {
  54. System.EnableMultiCoreScheduling();
  55. }
  56. System.FsIntegrityCheckLevel = ConfigurationState.Instance.System.EnableFsIntegrityChecks
  57. ? IntegrityCheckLevel.ErrorOnInvalid
  58. : IntegrityCheckLevel.None;
  59. System.GlobalAccessLogMode = ConfigurationState.Instance.System.FsGlobalAccessLogMode;
  60. ServiceConfiguration.IgnoreMissingServices = ConfigurationState.Instance.System.IgnoreMissingServices;
  61. }
  62. public void LoadCart(string exeFsDir, string romFsFile = null)
  63. {
  64. System.LoadCart(exeFsDir, romFsFile);
  65. }
  66. public void LoadXci(string xciFile)
  67. {
  68. System.LoadXci(xciFile);
  69. }
  70. public void LoadNca(string ncaFile)
  71. {
  72. System.LoadNca(ncaFile);
  73. }
  74. public void LoadNsp(string nspFile)
  75. {
  76. System.LoadNsp(nspFile);
  77. }
  78. public void LoadProgram(string fileName)
  79. {
  80. System.LoadProgram(fileName);
  81. }
  82. public bool WaitFifo()
  83. {
  84. return Gpu.DmaPusher.WaitForCommands();
  85. }
  86. public void ProcessFrame()
  87. {
  88. Gpu.DmaPusher.DispatchCalls();
  89. }
  90. public void PresentFrame(Action swapBuffersCallback)
  91. {
  92. Gpu.Window.Present(swapBuffersCallback);
  93. }
  94. internal void Unload()
  95. {
  96. FileSystem.Dispose();
  97. Memory.Dispose();
  98. }
  99. public void DisposeGpu()
  100. {
  101. Gpu.Dispose();
  102. }
  103. public void Dispose()
  104. {
  105. Dispose(true);
  106. }
  107. protected virtual void Dispose(bool disposing)
  108. {
  109. if (disposing)
  110. {
  111. System.Dispose();
  112. VsyncEvent.Dispose();
  113. }
  114. }
  115. }
  116. }