Renderer.cs 6.5 KB

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  1. using OpenTK.Graphics;
  2. using OpenTK.Graphics.OpenGL;
  3. using Ryujinx.Common.Configuration;
  4. using Ryujinx.Common.Logging;
  5. using Ryujinx.Graphics.GAL;
  6. using Ryujinx.Graphics.OpenGL.Image;
  7. using Ryujinx.Graphics.OpenGL.Queries;
  8. using Ryujinx.Graphics.Shader;
  9. using System;
  10. namespace Ryujinx.Graphics.OpenGL
  11. {
  12. public sealed class Renderer : IRenderer
  13. {
  14. private readonly Pipeline _pipeline;
  15. public IPipeline Pipeline => _pipeline;
  16. private readonly Counters _counters;
  17. private readonly Window _window;
  18. public IWindow Window => _window;
  19. private TextureCopy _textureCopy;
  20. private TextureCopy _backgroundTextureCopy;
  21. internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy;
  22. private Sync _sync;
  23. public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
  24. internal PersistentBuffers PersistentBuffers { get; }
  25. internal ResourcePool ResourcePool { get; }
  26. internal int BufferCount { get; private set; }
  27. public string GpuVendor { get; private set; }
  28. public string GpuRenderer { get; private set; }
  29. public string GpuVersion { get; private set; }
  30. public Renderer()
  31. {
  32. _pipeline = new Pipeline();
  33. _counters = new Counters();
  34. _window = new Window(this);
  35. _textureCopy = new TextureCopy(this);
  36. _backgroundTextureCopy = new TextureCopy(this);
  37. _sync = new Sync();
  38. PersistentBuffers = new PersistentBuffers();
  39. ResourcePool = new ResourcePool();
  40. }
  41. public IShader CompileShader(ShaderStage stage, string code)
  42. {
  43. return new Shader(stage, code);
  44. }
  45. public BufferHandle CreateBuffer(int size)
  46. {
  47. BufferCount++;
  48. return Buffer.Create(size);
  49. }
  50. public IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
  51. {
  52. return new Program(shaders, transformFeedbackDescriptors);
  53. }
  54. public ISampler CreateSampler(SamplerCreateInfo info)
  55. {
  56. return new Sampler(info);
  57. }
  58. public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
  59. {
  60. if (info.Target == Target.TextureBuffer)
  61. {
  62. return new TextureBuffer(this, info);
  63. }
  64. else
  65. {
  66. return ResourcePool.GetTextureOrNull(info, scaleFactor) ?? new TextureStorage(this, info, scaleFactor).CreateDefaultView();
  67. }
  68. }
  69. public void DeleteBuffer(BufferHandle buffer)
  70. {
  71. Buffer.Delete(buffer);
  72. }
  73. public ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
  74. {
  75. return Buffer.GetData(this, buffer, offset, size);
  76. }
  77. public Capabilities GetCapabilities()
  78. {
  79. return new Capabilities(
  80. HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
  81. HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows,
  82. HwCapabilities.SupportsAstcCompression,
  83. HwCapabilities.SupportsImageLoadFormatted,
  84. HwCapabilities.SupportsMismatchingViewFormat,
  85. HwCapabilities.SupportsNonConstantTextureOffset,
  86. HwCapabilities.SupportsTextureShadowLod,
  87. HwCapabilities.SupportsViewportSwizzle,
  88. HwCapabilities.MaximumComputeSharedMemorySize,
  89. HwCapabilities.MaximumSupportedAnisotropy,
  90. HwCapabilities.StorageBufferOffsetAlignment);
  91. }
  92. public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
  93. {
  94. Buffer.SetData(buffer, offset, data);
  95. }
  96. public void UpdateCounters()
  97. {
  98. _counters.Update();
  99. }
  100. public void PreFrame()
  101. {
  102. _sync.Cleanup();
  103. ResourcePool.Tick();
  104. }
  105. public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler)
  106. {
  107. return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount);
  108. }
  109. public void Initialize(GraphicsDebugLevel glLogLevel)
  110. {
  111. Debugger.Initialize(glLogLevel);
  112. PrintGpuInformation();
  113. if (HwCapabilities.SupportsParallelShaderCompile)
  114. {
  115. GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
  116. }
  117. _pipeline.Initialize();
  118. _counters.Initialize();
  119. }
  120. private void PrintGpuInformation()
  121. {
  122. GpuVendor = GL.GetString(StringName.Vendor);
  123. GpuRenderer = GL.GetString(StringName.Renderer);
  124. GpuVersion = GL.GetString(StringName.Version);
  125. Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
  126. }
  127. public void ResetCounter(CounterType type)
  128. {
  129. _counters.QueueReset(type);
  130. }
  131. public void BackgroundContextAction(Action action)
  132. {
  133. if (IOpenGLContext.HasContext())
  134. {
  135. action(); // We have a context already - use that (assuming it is the main one).
  136. }
  137. else
  138. {
  139. _window.BackgroundContext.Invoke(action);
  140. }
  141. }
  142. public void InitializeBackgroundContext(IOpenGLContext baseContext)
  143. {
  144. _window.InitializeBackgroundContext(baseContext);
  145. }
  146. public void Dispose()
  147. {
  148. _textureCopy.Dispose();
  149. _backgroundTextureCopy.Dispose();
  150. PersistentBuffers.Dispose();
  151. ResourcePool.Dispose();
  152. _pipeline.Dispose();
  153. _window.Dispose();
  154. _counters.Dispose();
  155. _sync.Dispose();
  156. }
  157. public IProgram LoadProgramBinary(byte[] programBinary)
  158. {
  159. return new Program(programBinary);
  160. }
  161. public void CreateSync(ulong id)
  162. {
  163. _sync.Create(id);
  164. }
  165. public void WaitSync(ulong id)
  166. {
  167. _sync.Wait(id);
  168. }
  169. public void Screenshot()
  170. {
  171. _window.ScreenCaptureRequested = true;
  172. }
  173. public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
  174. {
  175. ScreenCaptured?.Invoke(this, bitmap);
  176. }
  177. }
  178. }