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These changes allow players to matchmake for local wireless using a LDN server. The network implementation originates from Berry's public TCP RyuLDN fork. Logo and unrelated changes have been removed. Additionally displays LDN game status in the game selection window when RyuLDN is enabled. Functionality is only enabled while network mode is set to "RyuLDN" in the settings.
70 lines
2 KiB
C#
70 lines
2 KiB
C#
using Ryujinx.Common.Configuration;
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using System;
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using System.Threading;
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namespace Ryujinx.Graphics.GAL
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{
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public interface IRenderer : IDisposable
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{
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event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
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bool PreferThreading { get; }
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IPipeline Pipeline { get; }
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IWindow Window { get; }
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uint ProgramCount { get; }
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void BackgroundContextAction(Action action, bool alwaysBackground = false);
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BufferHandle CreateBuffer(int size, BufferAccess access = BufferAccess.Default);
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BufferHandle CreateBuffer(nint pointer, int size);
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BufferHandle CreateBufferSparse(ReadOnlySpan<BufferRange> storageBuffers);
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IImageArray CreateImageArray(int size, bool isBuffer);
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IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info);
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ISampler CreateSampler(SamplerCreateInfo info);
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ITexture CreateTexture(TextureCreateInfo info);
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ITextureArray CreateTextureArray(int size, bool isBuffer);
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bool PrepareHostMapping(nint address, ulong size);
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void CreateSync(ulong id, bool strict);
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void DeleteBuffer(BufferHandle buffer);
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PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size);
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Capabilities GetCapabilities();
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ulong GetCurrentSync();
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HardwareInfo GetHardwareInfo();
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IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info);
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void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
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void UpdateCounters();
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void PreFrame();
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ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, float divisor, bool hostReserved);
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void ResetCounter(CounterType type);
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void RunLoop(ThreadStart gpuLoop)
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{
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gpuLoop();
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}
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void WaitSync(ulong id);
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void Initialize(GraphicsDebugLevel logLevel);
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void SetInterruptAction(Action<Action> interruptAction);
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void Screenshot();
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}
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}
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