mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-27 13:31:21 -08:00
00579927e4
* Initial implementation of KProcess * Some improvements to the memory manager, implement back guest stack trace printing * Better GetInfo implementation, improve checking in some places with information from process capabilities * Allow the cpu to read/write from the correct memory locations for accesses crossing a page boundary * Change long -> ulong for address/size on memory related methods to avoid unnecessary casts * Attempt at implementing ldr:ro with new KProcess * Allow BSS with size 0 on ldr:ro * Add checking for memory block slab heap usage, return errors if full, exit gracefully * Use KMemoryBlockSize const from KMemoryManager * Allow all methods to read from non-contiguous locations * Fix for TransactParcelAuto * Address PR feedback, additionally fix some small issues related to the KIP loader and implement SVCs GetProcessId, GetProcessList, GetSystemInfo, CreatePort and ManageNamedPort * Fix wrong check for source pages count from page list on MapPhysicalMemory * Fix some issues with UnloadNro on ldr:ro
56 lines
1.3 KiB
C#
56 lines
1.3 KiB
C#
using OpenTK.Graphics.OpenGL;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLStreamBuffer : IDisposable
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{
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public int Handle { get; protected set; }
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public long Size { get; protected set; }
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protected BufferTarget Target { get; private set; }
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public OGLStreamBuffer(BufferTarget Target, long Size)
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{
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this.Target = Target;
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this.Size = Size;
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Handle = GL.GenBuffer();
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GL.BindBuffer(Target, Handle);
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GL.BufferData(Target, (IntPtr)Size, IntPtr.Zero, BufferUsageHint.StreamDraw);
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}
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public void SetData(long Size, IntPtr HostAddress)
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{
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GL.BindBuffer(Target, Handle);
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GL.BufferSubData(Target, IntPtr.Zero, (IntPtr)Size, HostAddress);
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}
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public void SetData(byte[] Data)
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{
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GL.BindBuffer(Target, Handle);
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GL.BufferSubData(Target, IntPtr.Zero, (IntPtr)Data.Length, Data);
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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 && Handle != 0)
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{
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GL.DeleteBuffer(Handle);
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Handle = 0;
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}
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}
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}
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}
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