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 byte[] GetBufferData(BufferHandle buffer, int offset, int size)
  74. {
  75. if (HwCapabilities.UsePersistentBufferForFlush)
  76. {
  77. return PersistentBuffers.Default.GetBufferData(buffer, offset, size);
  78. }
  79. else
  80. {
  81. return Buffer.GetData(buffer, offset, size);
  82. }
  83. }
  84. public Capabilities GetCapabilities()
  85. {
  86. return new Capabilities(
  87. HwCapabilities.SupportsAstcCompression,
  88. HwCapabilities.SupportsImageLoadFormatted,
  89. HwCapabilities.SupportsMismatchingViewFormat,
  90. HwCapabilities.SupportsNonConstantTextureOffset,
  91. HwCapabilities.SupportsTextureShadowLod,
  92. HwCapabilities.SupportsViewportSwizzle,
  93. HwCapabilities.MaximumComputeSharedMemorySize,
  94. HwCapabilities.MaximumSupportedAnisotropy,
  95. HwCapabilities.StorageBufferOffsetAlignment);
  96. }
  97. public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
  98. {
  99. Buffer.SetData(buffer, offset, data);
  100. }
  101. public void UpdateCounters()
  102. {
  103. _counters.Update();
  104. }
  105. public void PreFrame()
  106. {
  107. _sync.Cleanup();
  108. ResourcePool.Tick();
  109. }
  110. public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler)
  111. {
  112. return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount);
  113. }
  114. public void Initialize(GraphicsDebugLevel glLogLevel)
  115. {
  116. Debugger.Initialize(glLogLevel);
  117. PrintGpuInformation();
  118. if (HwCapabilities.SupportsParallelShaderCompile)
  119. {
  120. GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
  121. }
  122. _counters.Initialize();
  123. }
  124. private void PrintGpuInformation()
  125. {
  126. GpuVendor = GL.GetString(StringName.Vendor);
  127. GpuRenderer = GL.GetString(StringName.Renderer);
  128. GpuVersion = GL.GetString(StringName.Version);
  129. Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
  130. }
  131. public void ResetCounter(CounterType type)
  132. {
  133. _counters.QueueReset(type);
  134. }
  135. public void BackgroundContextAction(Action action)
  136. {
  137. if (IOpenGLContext.HasContext())
  138. {
  139. action(); // We have a context already - use that (assuming it is the main one).
  140. }
  141. else
  142. {
  143. _window.BackgroundContext.Invoke(action);
  144. }
  145. }
  146. public void InitializeBackgroundContext(IOpenGLContext baseContext)
  147. {
  148. _window.InitializeBackgroundContext(baseContext);
  149. }
  150. public void Dispose()
  151. {
  152. _textureCopy.Dispose();
  153. _backgroundTextureCopy.Dispose();
  154. PersistentBuffers.Dispose();
  155. ResourcePool.Dispose();
  156. _pipeline.Dispose();
  157. _window.Dispose();
  158. _counters.Dispose();
  159. _sync.Dispose();
  160. }
  161. public IProgram LoadProgramBinary(byte[] programBinary)
  162. {
  163. return new Program(programBinary);
  164. }
  165. public void CreateSync(ulong id)
  166. {
  167. _sync.Create(id);
  168. }
  169. public void WaitSync(ulong id)
  170. {
  171. _sync.Wait(id);
  172. }
  173. public void Screenshot()
  174. {
  175. _window.ScreenCaptureRequested = true;
  176. }
  177. public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
  178. {
  179. ScreenCaptured?.Invoke(this, bitmap);
  180. }
  181. }
  182. }