Switch.cs 4.3 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.FileSystem.Content;
  8. using Ryujinx.HLE.HOS;
  9. using Ryujinx.HLE.HOS.Services;
  10. using Ryujinx.HLE.HOS.SystemState;
  11. using Ryujinx.HLE.Input;
  12. using System;
  13. using System.Threading;
  14. namespace Ryujinx.HLE
  15. {
  16. public class Switch : IDisposable
  17. {
  18. public IAalOutput AudioOut { get; private set; }
  19. internal DeviceMemory Memory { get; private set; }
  20. public GpuContext Gpu { get; private set; }
  21. public VirtualFileSystem FileSystem { get; private set; }
  22. public Horizon System { get; private set; }
  23. public PerformanceStatistics Statistics { get; private set; }
  24. public Hid Hid { get; private set; }
  25. public bool EnableDeviceVsync { get; set; } = true;
  26. public AutoResetEvent VsyncEvent { get; private set; }
  27. public event EventHandler Finish;
  28. public Switch(VirtualFileSystem fileSystem, ContentManager contentManager, IRenderer renderer, IAalOutput audioOut)
  29. {
  30. if (renderer == null)
  31. {
  32. throw new ArgumentNullException(nameof(renderer));
  33. }
  34. if (audioOut == null)
  35. {
  36. throw new ArgumentNullException(nameof(audioOut));
  37. }
  38. AudioOut = audioOut;
  39. Memory = new DeviceMemory();
  40. Gpu = new GpuContext(renderer);
  41. FileSystem = fileSystem;
  42. System = new Horizon(this, contentManager);
  43. Statistics = new PerformanceStatistics();
  44. Hid = new Hid(this, System.HidBaseAddress);
  45. VsyncEvent = new AutoResetEvent(true);
  46. }
  47. public void Initialize()
  48. {
  49. System.State.SetLanguage((SystemLanguage)ConfigurationState.Instance.System.Language.Value);
  50. System.State.SetRegion((SystemRegion)ConfigurationState.Instance.System.Region.Value);
  51. EnableDeviceVsync = ConfigurationState.Instance.Graphics.EnableVsync;
  52. // TODO: Make this reloadable and implement Docking/Undocking logic.
  53. System.State.DockedMode = ConfigurationState.Instance.System.EnableDockedMode;
  54. if (ConfigurationState.Instance.System.EnableMulticoreScheduling)
  55. {
  56. System.EnableMultiCoreScheduling();
  57. }
  58. System.FsIntegrityCheckLevel = GetIntigrityCheckLevel();
  59. System.GlobalAccessLogMode = ConfigurationState.Instance.System.FsGlobalAccessLogMode;
  60. ServiceConfiguration.IgnoreMissingServices = ConfigurationState.Instance.System.IgnoreMissingServices;
  61. }
  62. public static IntegrityCheckLevel GetIntigrityCheckLevel()
  63. {
  64. return ConfigurationState.Instance.System.EnableFsIntegrityChecks
  65. ? IntegrityCheckLevel.ErrorOnInvalid
  66. : IntegrityCheckLevel.None;
  67. }
  68. public void LoadCart(string exeFsDir, string romFsFile = null)
  69. {
  70. System.LoadCart(exeFsDir, romFsFile);
  71. }
  72. public void LoadXci(string xciFile)
  73. {
  74. System.LoadXci(xciFile);
  75. }
  76. public void LoadNca(string ncaFile)
  77. {
  78. System.LoadNca(ncaFile);
  79. }
  80. public void LoadNsp(string nspFile)
  81. {
  82. System.LoadNsp(nspFile);
  83. }
  84. public void LoadProgram(string fileName)
  85. {
  86. System.LoadProgram(fileName);
  87. }
  88. public bool WaitFifo()
  89. {
  90. return Gpu.DmaPusher.WaitForCommands();
  91. }
  92. public void ProcessFrame()
  93. {
  94. Gpu.DmaPusher.DispatchCalls();
  95. }
  96. public void PresentFrame(Action swapBuffersCallback)
  97. {
  98. Gpu.Window.Present(swapBuffersCallback);
  99. }
  100. internal void Unload()
  101. {
  102. FileSystem.Unload();
  103. Memory.Dispose();
  104. }
  105. public void DisposeGpu()
  106. {
  107. Gpu.Dispose();
  108. }
  109. public void Dispose()
  110. {
  111. Dispose(true);
  112. }
  113. protected virtual void Dispose(bool disposing)
  114. {
  115. if (disposing)
  116. {
  117. System.Dispose();
  118. VsyncEvent.Dispose();
  119. AudioOut.Dispose();
  120. }
  121. }
  122. }
  123. }