ryujinx/src/Ryujinx.Graphics.GAL/Multithreading/Commands/SetRenderTargetsCommand.cs
2025-12-06 17:19:19 -06:00

38 lines
1.4 KiB
C#

using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using System;
using System.Buffers;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands
{
struct SetRenderTargetsCommand : IGALCommand, IGALCommand<SetRenderTargetsCommand>
{
public static readonly ArrayPool<ITexture> ArrayPool = ArrayPool<ITexture>.Create(512, 50);
public readonly CommandType CommandType => CommandType.SetRenderTargets;
private int _colorsCount;
private TableRef<ITexture[]> _colors;
private TableRef<ITexture> _depthStencil;
public void Set(int colorsCount, TableRef<ITexture[]> colors, TableRef<ITexture> depthStencil)
{
_colorsCount = colorsCount;
_colors = colors;
_depthStencil = depthStencil;
}
public static void Run(ref SetRenderTargetsCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
ITexture[] colors = command._colors.Get(threaded);
Span<ITexture> colorsSpan = colors.AsSpan(0, command._colorsCount);
for (int i = 0; i < colorsSpan.Length; i++)
{
colorsSpan[i] = ((ThreadedTexture)colorsSpan[i])?.Base;
}
renderer.Pipeline.SetRenderTargets(colorsSpan, command._depthStencil.GetAs<ThreadedTexture>(threaded)?.Base);
ArrayPool.Return(colors);
}
}
}