OpenGLRenderer.cs 12 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Common.Configuration;
  3. using Ryujinx.Common.Logging;
  4. using Ryujinx.Graphics.GAL;
  5. using Ryujinx.Graphics.OpenGL.Image;
  6. using Ryujinx.Graphics.OpenGL.Queries;
  7. using Ryujinx.Graphics.Shader.Translation;
  8. using System;
  9. namespace Ryujinx.Graphics.OpenGL
  10. {
  11. public sealed class OpenGLRenderer : IRenderer
  12. {
  13. private readonly Pipeline _pipeline;
  14. public IPipeline Pipeline => _pipeline;
  15. private readonly Counters _counters;
  16. private readonly Window _window;
  17. public IWindow Window => _window;
  18. private readonly TextureCopy _textureCopy;
  19. private readonly TextureCopy _backgroundTextureCopy;
  20. internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy;
  21. internal TextureCopyIncompatible TextureCopyIncompatible { get; }
  22. internal TextureCopyMS TextureCopyMS { get; }
  23. private readonly Sync _sync;
  24. public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
  25. internal PersistentBuffers PersistentBuffers { get; }
  26. internal ResourcePool ResourcePool { get; }
  27. internal int BufferCount { get; private set; }
  28. public string GpuVendor { get; private set; }
  29. public string GpuRenderer { get; private set; }
  30. public string GpuVersion { get; private set; }
  31. public bool PreferThreading => true;
  32. public OpenGLRenderer()
  33. {
  34. _pipeline = new Pipeline();
  35. _counters = new Counters();
  36. _window = new Window(this);
  37. _textureCopy = new TextureCopy(this);
  38. _backgroundTextureCopy = new TextureCopy(this);
  39. TextureCopyIncompatible = new TextureCopyIncompatible(this);
  40. TextureCopyMS = new TextureCopyMS(this);
  41. _sync = new Sync();
  42. PersistentBuffers = new PersistentBuffers();
  43. ResourcePool = new ResourcePool();
  44. }
  45. public BufferHandle CreateBuffer(int size, GAL.BufferAccess access)
  46. {
  47. BufferCount++;
  48. if (access.HasFlag(GAL.BufferAccess.FlushPersistent))
  49. {
  50. BufferHandle handle = Buffer.CreatePersistent(size);
  51. PersistentBuffers.Map(handle, size);
  52. return handle;
  53. }
  54. else
  55. {
  56. return Buffer.Create(size);
  57. }
  58. }
  59. public BufferHandle CreateBuffer(int size, GAL.BufferAccess access, BufferHandle storageHint)
  60. {
  61. return CreateBuffer(size, access);
  62. }
  63. public BufferHandle CreateBuffer(nint pointer, int size)
  64. {
  65. throw new NotSupportedException();
  66. }
  67. public BufferHandle CreateBufferSparse(ReadOnlySpan<BufferRange> storageBuffers)
  68. {
  69. throw new NotSupportedException();
  70. }
  71. public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
  72. {
  73. return new Program(shaders, info.FragmentOutputMap);
  74. }
  75. public ISampler CreateSampler(SamplerCreateInfo info)
  76. {
  77. return new Sampler(info);
  78. }
  79. public ITexture CreateTexture(TextureCreateInfo info)
  80. {
  81. if (info.Target == Target.TextureBuffer)
  82. {
  83. return new TextureBuffer(this, info);
  84. }
  85. else
  86. {
  87. return ResourcePool.GetTextureOrNull(info) ?? new TextureStorage(this, info).CreateDefaultView();
  88. }
  89. }
  90. public void DeleteBuffer(BufferHandle buffer)
  91. {
  92. PersistentBuffers.Unmap(buffer);
  93. Buffer.Delete(buffer);
  94. }
  95. public HardwareInfo GetHardwareInfo()
  96. {
  97. return new HardwareInfo(GpuVendor, GpuRenderer, GpuVendor); // OpenGL does not provide a driver name, vendor name is closest analogue.
  98. }
  99. public PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
  100. {
  101. return Buffer.GetData(this, buffer, offset, size);
  102. }
  103. public Capabilities GetCapabilities()
  104. {
  105. bool intelWindows = HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows;
  106. bool intelUnix = HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelUnix;
  107. bool amdWindows = HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows;
  108. return new Capabilities(
  109. api: TargetApi.OpenGL,
  110. vendorName: GpuVendor,
  111. hasFrontFacingBug: intelWindows,
  112. hasVectorIndexingBug: amdWindows,
  113. needsFragmentOutputSpecialization: false,
  114. reduceShaderPrecision: false,
  115. supportsAstcCompression: HwCapabilities.SupportsAstcCompression,
  116. supportsBc123Compression: HwCapabilities.SupportsTextureCompressionS3tc,
  117. supportsBc45Compression: HwCapabilities.SupportsTextureCompressionRgtc,
  118. supportsBc67Compression: true, // Should check BPTC extension, but for some reason NVIDIA is not exposing the extension.
  119. supportsEtc2Compression: true,
  120. supports3DTextureCompression: false,
  121. supportsBgraFormat: false,
  122. supportsR4G4Format: false,
  123. supportsR4G4B4A4Format: true,
  124. supportsSnormBufferTextureFormat: false,
  125. supports5BitComponentFormat: true,
  126. supportsSparseBuffer: false,
  127. supportsBlendEquationAdvanced: HwCapabilities.SupportsBlendEquationAdvanced,
  128. supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
  129. supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
  130. supportsGeometryShader: true,
  131. supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
  132. supportsTransformFeedback: true,
  133. supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
  134. supportsLayerVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
  135. supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
  136. supportsCubemapView: true,
  137. supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
  138. supportsScaledVertexFormats: true,
  139. supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
  140. supportsShaderBarrierDivergence: !(intelWindows || intelUnix),
  141. supportsShaderFloat64: true,
  142. supportsTextureGatherOffsets: true,
  143. supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
  144. supportsVertexStoreAndAtomics: true,
  145. supportsViewportIndexVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
  146. supportsViewportMask: HwCapabilities.SupportsViewportArray2,
  147. supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
  148. supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
  149. supportsDepthClipControl: true,
  150. maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver?
  151. maximumStorageBuffersPerStage: 16,
  152. maximumTexturesPerStage: 32,
  153. maximumImagesPerStage: 8,
  154. maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
  155. maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
  156. shaderSubgroupSize: Constants.MaxSubgroupSize,
  157. storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment,
  158. textureBufferOffsetAlignment: HwCapabilities.TextureBufferOffsetAlignment,
  159. gatherBiasPrecision: intelWindows || amdWindows ? 8 : 0); // Precision is 8 for these vendors on Vulkan.
  160. }
  161. public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
  162. {
  163. Buffer.SetData(buffer, offset, data);
  164. }
  165. public void UpdateCounters()
  166. {
  167. _counters.Update();
  168. }
  169. public void PreFrame()
  170. {
  171. _sync.Cleanup();
  172. ResourcePool.Tick();
  173. }
  174. public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, float divisor, bool hostReserved)
  175. {
  176. return _counters.QueueReport(type, resultHandler, divisor, _pipeline.DrawCount, hostReserved);
  177. }
  178. public void Initialize(GraphicsDebugLevel glLogLevel)
  179. {
  180. Debugger.Initialize(glLogLevel);
  181. PrintGpuInformation();
  182. if (HwCapabilities.SupportsParallelShaderCompile)
  183. {
  184. GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
  185. }
  186. _counters.Initialize();
  187. // This is required to disable [0, 1] clamping for SNorm outputs on compatibility profiles.
  188. // This call is expected to fail if we're running with a core profile,
  189. // as this clamp target was deprecated, but that's fine as a core profile
  190. // should already have the desired behaviour were outputs are not clamped.
  191. GL.ClampColor(ClampColorTarget.ClampFragmentColor, ClampColorMode.False);
  192. }
  193. private void PrintGpuInformation()
  194. {
  195. GpuVendor = GL.GetString(StringName.Vendor);
  196. GpuRenderer = GL.GetString(StringName.Renderer);
  197. GpuVersion = GL.GetString(StringName.Version);
  198. Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
  199. }
  200. public void ResetCounter(CounterType type)
  201. {
  202. _counters.QueueReset(type);
  203. }
  204. public void BackgroundContextAction(Action action, bool alwaysBackground = false)
  205. {
  206. // alwaysBackground is ignored, since we cannot switch from the current context.
  207. if (IOpenGLContext.HasContext())
  208. {
  209. action(); // We have a context already - use that (assuming it is the main one).
  210. }
  211. else
  212. {
  213. _window.BackgroundContext.Invoke(action);
  214. }
  215. }
  216. public void InitializeBackgroundContext(IOpenGLContext baseContext)
  217. {
  218. _window.InitializeBackgroundContext(baseContext);
  219. }
  220. public void Dispose()
  221. {
  222. _textureCopy.Dispose();
  223. _backgroundTextureCopy.Dispose();
  224. TextureCopyMS.Dispose();
  225. PersistentBuffers.Dispose();
  226. ResourcePool.Dispose();
  227. _pipeline.Dispose();
  228. _window.Dispose();
  229. _counters.Dispose();
  230. _sync.Dispose();
  231. }
  232. public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
  233. {
  234. return new Program(programBinary, hasFragmentShader, info.FragmentOutputMap);
  235. }
  236. public void CreateSync(ulong id, bool strict)
  237. {
  238. _sync.Create(id);
  239. }
  240. public void WaitSync(ulong id)
  241. {
  242. _sync.Wait(id);
  243. }
  244. public ulong GetCurrentSync()
  245. {
  246. return _sync.GetCurrent();
  247. }
  248. public void SetInterruptAction(Action<Action> interruptAction)
  249. {
  250. // Currently no need for an interrupt action.
  251. }
  252. public void Screenshot()
  253. {
  254. _window.ScreenCaptureRequested = true;
  255. }
  256. public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
  257. {
  258. ScreenCaptured?.Invoke(this, bitmap);
  259. }
  260. public bool PrepareHostMapping(nint address, ulong size)
  261. {
  262. return false;
  263. }
  264. }
  265. }