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:
@ -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)
|
||||
|
Reference in New Issue
Block a user