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- using OpenTK.Graphics.OpenGL;
- using Ryujinx.Common.Configuration;
- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.OpenGL.Image;
- using Ryujinx.Graphics.OpenGL.Queries;
- using Ryujinx.Graphics.Shader.Translation;
- using System;
- namespace Ryujinx.Graphics.OpenGL
- {
- public sealed class OpenGLRenderer : IRenderer
- {
- private readonly Pipeline _pipeline;
- public IPipeline Pipeline => _pipeline;
- private readonly Counters _counters;
- private readonly Window _window;
- public IWindow Window => _window;
- private TextureCopy _textureCopy;
- private TextureCopy _backgroundTextureCopy;
- internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy;
- private Sync _sync;
- public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
- internal PersistentBuffers PersistentBuffers { get; }
- internal ResourcePool ResourcePool { get; }
- internal int BufferCount { get; private set; }
- public string GpuVendor { get; private set; }
- public string GpuRenderer { get; private set; }
- public string GpuVersion { get; private set; }
- public bool PreferThreading => true;
- public OpenGLRenderer()
- {
- _pipeline = new Pipeline();
- _counters = new Counters();
- _window = new Window(this);
- _textureCopy = new TextureCopy(this);
- _backgroundTextureCopy = new TextureCopy(this);
- _sync = new Sync();
- PersistentBuffers = new PersistentBuffers();
- ResourcePool = new ResourcePool();
- }
- public BufferHandle CreateBuffer(int size)
- {
- BufferCount++;
- return Buffer.Create(size);
- }
- public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
- {
- return new Program(shaders, info.FragmentOutputMap);
- }
- public ISampler CreateSampler(SamplerCreateInfo info)
- {
- return new Sampler(info);
- }
- public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
- {
- if (info.Target == Target.TextureBuffer)
- {
- return new TextureBuffer(this, info);
- }
- else
- {
- return ResourcePool.GetTextureOrNull(info, scaleFactor) ?? new TextureStorage(this, info, scaleFactor).CreateDefaultView();
- }
- }
- public void DeleteBuffer(BufferHandle buffer)
- {
- Buffer.Delete(buffer);
- }
- public HardwareInfo GetHardwareInfo()
- {
- return new HardwareInfo(GpuVendor, GpuRenderer);
- }
- public ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
- {
- return Buffer.GetData(this, buffer, offset, size);
- }
- public Capabilities GetCapabilities()
- {
- return new Capabilities(
- api: TargetApi.OpenGL,
- vendorName: GpuVendor,
- hasFrontFacingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
- hasVectorIndexingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows,
- supportsAstcCompression: HwCapabilities.SupportsAstcCompression,
- supportsBc123Compression: HwCapabilities.SupportsTextureCompressionS3tc,
- supportsBc45Compression: HwCapabilities.SupportsTextureCompressionRgtc,
- supportsBc67Compression: true, // Should check BPTC extension, but for some reason NVIDIA is not exposing the extension.
- supports3DTextureCompression: false,
- supportsBgraFormat: false,
- supportsR4G4Format: false,
- supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
- supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
- supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
- supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
- supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
- supportsCubemapView: true,
- supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
- supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
- supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
- supportsViewportIndex: true,
- supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
- supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
- maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver?
- maximumStorageBuffersPerStage: 16,
- maximumTexturesPerStage: 32,
- maximumImagesPerStage: 8,
- maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
- maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
- storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment);
- }
- public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
- {
- Buffer.SetData(buffer, offset, data);
- }
- public void UpdateCounters()
- {
- _counters.Update();
- }
- public void PreFrame()
- {
- _sync.Cleanup();
- ResourcePool.Tick();
- }
- public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
- {
- return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount, hostReserved);
- }
- public void Initialize(GraphicsDebugLevel glLogLevel)
- {
- Debugger.Initialize(glLogLevel);
- PrintGpuInformation();
- if (HwCapabilities.SupportsParallelShaderCompile)
- {
- GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
- }
- _pipeline.Initialize(this);
- _counters.Initialize();
- // This is required to disable [0, 1] clamping for SNorm outputs on compatibility profiles.
- // This call is expected to fail if we're running with a core profile,
- // as this clamp target was deprecated, but that's fine as a core profile
- // should already have the desired behaviour were outputs are not clamped.
- GL.ClampColor(ClampColorTarget.ClampFragmentColor, ClampColorMode.False);
- }
- private void PrintGpuInformation()
- {
- GpuVendor = GL.GetString(StringName.Vendor);
- GpuRenderer = GL.GetString(StringName.Renderer);
- GpuVersion = GL.GetString(StringName.Version);
- Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
- }
- public void ResetCounter(CounterType type)
- {
- _counters.QueueReset(type);
- }
- public void BackgroundContextAction(Action action, bool alwaysBackground = false)
- {
- // alwaysBackground is ignored, since we cannot switch from the current context.
- if (IOpenGLContext.HasContext())
- {
- action(); // We have a context already - use that (assuming it is the main one).
- }
- else
- {
- _window.BackgroundContext.Invoke(action);
- }
- }
- public void InitializeBackgroundContext(IOpenGLContext baseContext)
- {
- _window.InitializeBackgroundContext(baseContext);
- }
- public void Dispose()
- {
- _textureCopy.Dispose();
- _backgroundTextureCopy.Dispose();
- PersistentBuffers.Dispose();
- ResourcePool.Dispose();
- _pipeline.Dispose();
- _window.Dispose();
- _counters.Dispose();
- _sync.Dispose();
- }
- public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
- {
- return new Program(programBinary, hasFragmentShader, info.FragmentOutputMap);
- }
- public void CreateSync(ulong id)
- {
- _sync.Create(id);
- }
- public void WaitSync(ulong id)
- {
- _sync.Wait(id);
- }
- public void Screenshot()
- {
- _window.ScreenCaptureRequested = true;
- }
- public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
- {
- ScreenCaptured?.Invoke(this, bitmap);
- }
- }
- }
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