The GNM implementation of CYIGraphicsComponents.
#include <renderer/YiGraphicsComponentsGNM.h>
| CYIGraphicsComponentsGNM::CYIGraphicsComponentsGNM |
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| virtual CYIGraphicsComponentsGNM::~CYIGraphicsComponentsGNM |
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inlinevirtual |
| void* CYIGraphicsComponentsGNM::GarlicAlloc |
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uint32_t |
nSize, |
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uint32_t |
nAlignment |
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) |
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Allocate memory on the internal garlic allocator. This is used for GPU memory.
- Note
- Easy way to remember, 'G' for 'GPU'
| void* CYIGraphicsComponentsGNM::GarlicAlloc |
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sce::Gnm::SizeAlign |
sizeAlign | ) |
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Allocate memory on the internal garlic allocator. This is used for GPU memory.
- Note
- Easy way to remember, 'G' for 'GPU'
| void CYIGraphicsComponentsGNM::GarlicFree |
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void * |
pMemory | ) |
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Free memory allocated on the internal garlic allocator.
| void* CYIGraphicsComponentsGNM::OnionAlloc |
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uint32_t |
nSize, |
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uint32_t |
nAlignment |
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) |
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Allocate memory on the internal onion allocator. This is used for CPU memory.
| void* CYIGraphicsComponentsGNM::OnionAlloc |
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sce::Gnm::SizeAlign |
sizeAlign | ) |
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Allocate memory on the internal onion allocator. This is used for CPU memory.
| void CYIGraphicsComponentsGNM::OnionFree |
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void * |
pMemory | ) |
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Free memory allocated on the internal onion allocator.
Holds main render targets. PS4 uses tripple buffering, so this should be an array of 3
Frame buffer. This one is cleared every frame. The GNM renderer draws everything to an offscreen render target then draws it on the main surface before swapping.
| uint32_t CYIGraphicsComponentsGNM::frameCount |
The number of frames drawn.
| sce::Gnmx::GfxContext CYIGraphicsComponentsGNM::gfxc |
| volatile uint64_t* CYIGraphicsComponentsGNM::labels |
Contains GNM basic render states.
| VideoInfo CYIGraphicsComponentsGNM::videoInfo |
Contains the main handle and current flip index.
The documentation for this class was generated from the following file: