Rename IGalFrameBuffer -> IGalRenderTarget

This commit is contained in:
ReinUsesLisp 2018-09-04 23:56:13 -03:00
parent 248ad14b04
commit c6c8a21054
8 changed files with 23 additions and 23 deletions

View file

@ -2,7 +2,7 @@ using System;
namespace Ryujinx.Graphics.Gal
{
public interface IGalFrameBuffer
public interface IGalRenderTarget
{
void BindColor(long Key, int Attachment);

View file

@ -10,7 +10,7 @@ namespace Ryujinx.Graphics.Gal
IGalConstBuffer Buffer { get; }
IGalFrameBuffer FrameBuffer { get; }
IGalRenderTarget RenderTarget { get; }
IGalRasterizer Rasterizer { get; }

View file

@ -3,7 +3,7 @@ using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLFrameBuffer : IGalFrameBuffer
class OGLRenderTarget : IGalRenderTarget
{
private struct Rect
{
@ -56,7 +56,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
private int DepthAttachment;
private int StencilAttachment;
public OGLFrameBuffer(OGLTexture Texture)
public OGLRenderTarget(OGLTexture Texture)
{
ColorAttachments = new int[8];

View file

@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
public IGalConstBuffer Buffer { get; private set; }
public IGalFrameBuffer FrameBuffer { get; private set; }
public IGalRenderTarget RenderTarget { get; private set; }
public IGalRasterizer Rasterizer { get; private set; }
@ -25,7 +25,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
Texture = new OGLTexture();
FrameBuffer = new OGLFrameBuffer(Texture as OGLTexture);
RenderTarget = new OGLRenderTarget(Texture as OGLTexture);
Rasterizer = new OGLRasterizer();

View file

@ -123,7 +123,7 @@ namespace Ryujinx.Graphics
if (IsSrcFb && IsDstFb)
{
//Frame Buffer -> Frame Buffer copy.
Gpu.Renderer.FrameBuffer.Copy(
Gpu.Renderer.RenderTarget.Copy(
SrcKey,
DstKey,
0,
@ -138,7 +138,7 @@ namespace Ryujinx.Graphics
if (IsSrcFb)
{
//Frame Buffer -> Texture copy.
Gpu.Renderer.FrameBuffer.GetBufferData(SrcKey, (byte[] Buffer) =>
Gpu.Renderer.RenderTarget.GetBufferData(SrcKey, (byte[] Buffer) =>
{
TextureInfo Src = SrcTexture();
TextureInfo Dst = DstTexture();
@ -156,7 +156,7 @@ namespace Ryujinx.Graphics
{
byte[] Buffer = TextureReader.Read(Vmm, SrcTexture());
Gpu.Renderer.FrameBuffer.SetBufferData(
Gpu.Renderer.RenderTarget.SetBufferData(
DstKey,
DstWidth,
DstHeight,

View file

@ -177,7 +177,7 @@ namespace Ryujinx.Graphics
if (VA == 0 || Format == 0)
{
Gpu.Renderer.FrameBuffer.UnbindColor(FbIndex);
Gpu.Renderer.RenderTarget.UnbindColor(FbIndex);
return;
}
@ -209,9 +209,9 @@ namespace Ryujinx.Graphics
Gpu.Renderer.Texture.CreateFb(Key, Size, Image);
Gpu.Renderer.FrameBuffer.BindColor(Key, FbIndex);
Gpu.Renderer.RenderTarget.BindColor(Key, FbIndex);
Gpu.Renderer.FrameBuffer.SetViewport(VpX, VpY, VpW, VpH);
Gpu.Renderer.RenderTarget.SetViewport(VpX, VpY, VpW, VpH);
}
private void SetZeta(NvGpuVmm Vmm)
@ -224,7 +224,7 @@ namespace Ryujinx.Graphics
if (ZA == 0 || Format == 0 || !ZetaEnable)
{
Gpu.Renderer.FrameBuffer.UnbindZeta();
Gpu.Renderer.RenderTarget.UnbindZeta();
return;
}
@ -242,7 +242,7 @@ namespace Ryujinx.Graphics
Gpu.Renderer.Texture.CreateFb(Key, Size, Image);
Gpu.Renderer.FrameBuffer.BindZeta(Key);
Gpu.Renderer.RenderTarget.BindZeta(Key);
}
private long[] UploadShaders(NvGpuVmm Vmm)
@ -444,11 +444,11 @@ namespace Ryujinx.Graphics
Map[i] = (int)((Control >> Shift) & 7);
}
Gpu.Renderer.FrameBuffer.SetMap(Map);
Gpu.Renderer.RenderTarget.SetMap(Map);
}
else
{
Gpu.Renderer.FrameBuffer.SetMap(null);
Gpu.Renderer.RenderTarget.SetMap(null);
}
}
@ -522,7 +522,7 @@ namespace Ryujinx.Graphics
//we shouldn't read anything from memory and bind
//the frame buffer texture instead, since we're not
//really writing anything to memory.
Gpu.Renderer.FrameBuffer.BindTexture(Key, TexIndex);
Gpu.Renderer.RenderTarget.BindTexture(Key, TexIndex);
}
else
{

View file

@ -303,7 +303,7 @@ namespace Ryujinx.HLE.HOS.Services.Android
int Right = Crop.Right;
int Bottom = Crop.Bottom;
Renderer.QueueAction(() => Renderer.FrameBuffer.SetTransform(FlipX, FlipY, Top, Left, Right, Bottom));
Renderer.QueueAction(() => Renderer.RenderTarget.SetTransform(FlipX, FlipY, Top, Left, Right, Bottom));
//TODO: Support double buffering here aswell, it is broken for GPU
//frame buffers because it seems to be completely out of sync.
@ -311,7 +311,7 @@ namespace Ryujinx.HLE.HOS.Services.Android
{
//Frame buffer is rendered to by the GPU, we can just
//bind the frame buffer texture, it's not necessary to read anything.
Renderer.QueueAction(() => Renderer.FrameBuffer.Set(FbAddr));
Renderer.QueueAction(() => Renderer.RenderTarget.Set(FbAddr));
}
else
{
@ -321,7 +321,7 @@ namespace Ryujinx.HLE.HOS.Services.Android
byte[] Data = TextureReader.Read(Context.Memory, Texture);
Renderer.QueueAction(() => Renderer.FrameBuffer.Set(Data, FbWidth, FbHeight));
Renderer.QueueAction(() => Renderer.RenderTarget.Set(Data, FbWidth, FbHeight));
}
Context.Device.Gpu.Renderer.QueueAction(() => ReleaseBuffer(Slot));

View file

@ -73,7 +73,7 @@ namespace Ryujinx
{
ResizeEvent = false;
Renderer.FrameBuffer.SetWindowSize(Width, Height);
Renderer.RenderTarget.SetWindowSize(Width, Height);
}
Ticks += Chrono.ElapsedTicks;
@ -96,7 +96,7 @@ namespace Ryujinx
Visible = true;
Renderer.FrameBuffer.SetWindowSize(Width, Height);
Renderer.RenderTarget.SetWindowSize(Width, Height);
Context.MakeCurrent(null);
@ -251,7 +251,7 @@ namespace Ryujinx
private new void RenderFrame()
{
Renderer.FrameBuffer.Render();
Renderer.RenderTarget.Render();
Device.Statistics.RecordSystemFrameTime();