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- using Ryujinx.Common;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Engine.GPFifo;
- using Ryujinx.Graphics.Gpu.Memory;
- using Ryujinx.Graphics.Gpu.Shader;
- using Ryujinx.Graphics.Gpu.Synchronization;
- using System;
- using System.Collections.Concurrent;
- using System.Collections.Generic;
- using System.Threading;
- namespace Ryujinx.Graphics.Gpu
- {
- /// <summary>
- /// GPU emulation context.
- /// </summary>
- public sealed class GpuContext : IDisposable
- {
- private const int NsToTicksFractionNumerator = 384;
- private const int NsToTicksFractionDenominator = 625;
- /// <summary>
- /// Event signaled when the host emulation context is ready to be used by the gpu context.
- /// </summary>
- public ManualResetEvent HostInitalized { get; }
- /// <summary>
- /// Host renderer.
- /// </summary>
- public IRenderer Renderer { get; }
- /// <summary>
- /// GPU General Purpose FIFO queue.
- /// </summary>
- public GPFifoDevice GPFifo { get; }
- /// <summary>
- /// GPU synchronization manager.
- /// </summary>
- public SynchronizationManager Synchronization { get; }
- /// <summary>
- /// Presentation window.
- /// </summary>
- public Window Window { get; }
- /// <summary>
- /// Internal sequence number, used to avoid needless resource data updates
- /// in the middle of a command buffer before synchronizations.
- /// </summary>
- internal int SequenceNumber { get; private set; }
- /// <summary>
- /// Internal sync number, used to denote points at which host synchronization can be requested.
- /// </summary>
- internal ulong SyncNumber { get; private set; }
- /// <summary>
- /// Actions to be performed when a CPU waiting syncpoint or barrier is triggered.
- /// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
- /// and the SyncNumber will be incremented.
- /// </summary>
- internal List<Action> SyncActions { get; }
- /// <summary>
- /// Actions to be performed when a CPU waiting syncpoint is triggered.
- /// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
- /// and the SyncNumber will be incremented.
- /// </summary>
- internal List<Action> SyncpointActions { get; }
- /// <summary>
- /// Buffer migrations that are currently in-flight. These are checked whenever sync is created to determine if buffer migration
- /// copies have completed on the GPU, and their data can be freed.
- /// </summary>
- internal List<BufferMigration> BufferMigrations { get; }
- /// <summary>
- /// Queue with deferred actions that must run on the render thread.
- /// </summary>
- internal Queue<Action> DeferredActions { get; }
- /// <summary>
- /// Registry with physical memories that can be used with this GPU context, keyed by owner process ID.
- /// </summary>
- internal ConcurrentDictionary<ulong, PhysicalMemory> PhysicalMemoryRegistry { get; }
- /// <summary>
- /// Host hardware capabilities.
- /// </summary>
- internal Capabilities Capabilities;
- /// <summary>
- /// Event for signalling shader cache loading progress.
- /// </summary>
- public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
- private Thread _gpuThread;
- private bool _pendingSync;
- /// <summary>
- /// Creates a new instance of the GPU emulation context.
- /// </summary>
- /// <param name="renderer">Host renderer</param>
- public GpuContext(IRenderer renderer)
- {
- Renderer = renderer;
- GPFifo = new GPFifoDevice(this);
- Synchronization = new SynchronizationManager();
- Window = new Window(this);
- HostInitalized = new ManualResetEvent(false);
- SyncActions = new List<Action>();
- SyncpointActions = new List<Action>();
- BufferMigrations = new List<BufferMigration>();
- DeferredActions = new Queue<Action>();
- PhysicalMemoryRegistry = new ConcurrentDictionary<ulong, PhysicalMemory>();
- }
- /// <summary>
- /// Creates a new GPU channel.
- /// </summary>
- /// <returns>The GPU channel</returns>
- public GpuChannel CreateChannel()
- {
- return new GpuChannel(this);
- }
- /// <summary>
- /// Creates a new GPU memory manager.
- /// </summary>
- /// <param name="pid">ID of the process that owns the memory manager</param>
- /// <returns>The memory manager</returns>
- /// <exception cref="ArgumentException">Thrown when <paramref name="pid"/> is invalid</exception>
- public MemoryManager CreateMemoryManager(ulong pid)
- {
- if (!PhysicalMemoryRegistry.TryGetValue(pid, out var physicalMemory))
- {
- throw new ArgumentException("The PID is invalid or the process was not registered", nameof(pid));
- }
- return new MemoryManager(physicalMemory);
- }
- /// <summary>
- /// Registers virtual memory used by a process for GPU memory access, caching and read/write tracking.
- /// </summary>
- /// <param name="pid">ID of the process that owns <paramref name="cpuMemory"/></param>
- /// <param name="cpuMemory">Virtual memory owned by the process</param>
- /// <exception cref="ArgumentException">Thrown if <paramref name="pid"/> was already registered</exception>
- public void RegisterProcess(ulong pid, Cpu.IVirtualMemoryManagerTracked cpuMemory)
- {
- var physicalMemory = new PhysicalMemory(this, cpuMemory);
- if (!PhysicalMemoryRegistry.TryAdd(pid, physicalMemory))
- {
- throw new ArgumentException("The PID was already registered", nameof(pid));
- }
- physicalMemory.ShaderCache.ShaderCacheStateChanged += ShaderCacheStateUpdate;
- }
- /// <summary>
- /// Unregisters a process, indicating that its memory will no longer be used, and that caches can be freed.
- /// </summary>
- /// <param name="pid">ID of the process</param>
- public void UnregisterProcess(ulong pid)
- {
- if (PhysicalMemoryRegistry.TryRemove(pid, out var physicalMemory))
- {
- physicalMemory.ShaderCache.ShaderCacheStateChanged -= ShaderCacheStateUpdate;
- physicalMemory.Dispose();
- }
- }
- /// <summary>
- /// Converts a nanoseconds timestamp value to Maxwell time ticks.
- /// </summary>
- /// <remarks>
- /// The frequency is 614400000 Hz.
- /// </remarks>
- /// <param name="nanoseconds">Timestamp in nanoseconds</param>
- /// <returns>Maxwell ticks</returns>
- private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
- {
- // We need to divide first to avoid overflows.
- // We fix up the result later by calculating the difference and adding
- // that to the result.
- ulong divided = nanoseconds / NsToTicksFractionDenominator;
- ulong rounded = divided * NsToTicksFractionDenominator;
- ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator;
- return divided * NsToTicksFractionNumerator + errorBias;
- }
- /// <summary>
- /// Gets the value of the GPU timer.
- /// </summary>
- /// <returns>The current GPU timestamp</returns>
- public ulong GetTimestamp()
- {
- ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds);
- if (GraphicsConfig.FastGpuTime)
- {
- // Divide by some amount to report time as if operations were performed faster than they really are.
- // This can prevent some games from switching to a lower resolution because rendering is too slow.
- ticks /= 256;
- }
- return ticks;
- }
- /// <summary>
- /// Shader cache state update handler.
- /// </summary>
- /// <param name="state">Current state of the shader cache load process</param>
- /// <param name="current">Number of the current shader being processed</param>
- /// <param name="total">Total number of shaders to process</param>
- private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total)
- {
- ShaderCacheStateChanged?.Invoke(state, current, total);
- }
- /// <summary>
- /// Initialize the GPU shader cache.
- /// </summary>
- public void InitializeShaderCache(CancellationToken cancellationToken)
- {
- HostInitalized.WaitOne();
- foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
- {
- physicalMemory.ShaderCache.Initialize(cancellationToken);
- }
- }
- /// <summary>
- /// Sets the current thread as the main GPU thread.
- /// </summary>
- public void SetGpuThread()
- {
- _gpuThread = Thread.CurrentThread;
- Capabilities = Renderer.GetCapabilities();
- }
- /// <summary>
- /// Checks if the current thread is the GPU thread.
- /// </summary>
- /// <returns>True if the thread is the GPU thread, false otherwise</returns>
- public bool IsGpuThread()
- {
- return _gpuThread == Thread.CurrentThread;
- }
- /// <summary>
- /// Processes the queue of shaders that must save their binaries to the disk cache.
- /// </summary>
- public void ProcessShaderCacheQueue()
- {
- foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
- {
- physicalMemory.ShaderCache.ProcessShaderCacheQueue();
- }
- }
- /// <summary>
- /// Advances internal sequence number.
- /// This forces the update of any modified GPU resource.
- /// </summary>
- internal void AdvanceSequence()
- {
- SequenceNumber++;
- }
- /// <summary>
- /// Registers a buffer migration. These are checked to see if they can be disposed when the sync number increases,
- /// and the migration copy has completed.
- /// </summary>
- /// <param name="migration">The buffer migration</param>
- internal void RegisterBufferMigration(BufferMigration migration)
- {
- BufferMigrations.Add(migration);
- _pendingSync = true;
- }
- /// <summary>
- /// Registers an action to be performed the next time a syncpoint is incremented.
- /// This will also ensure a host sync object is created, and <see cref="SyncNumber"/> is incremented.
- /// </summary>
- /// <param name="action">The action to be performed on sync object creation</param>
- /// <param name="syncpointOnly">True if the sync action should only run when syncpoints are incremented</param>
- public void RegisterSyncAction(Action action, bool syncpointOnly = false)
- {
- if (syncpointOnly)
- {
- SyncpointActions.Add(action);
- }
- else
- {
- SyncActions.Add(action);
- _pendingSync = true;
- }
- }
- /// <summary>
- /// Creates a host sync object if there are any pending sync actions. The actions will then be called.
- /// If no actions are present, a host sync object is not created.
- /// </summary>
- /// <param name="syncpoint">True if host sync is being created by a syncpoint</param>
- public void CreateHostSyncIfNeeded(bool syncpoint)
- {
- if (BufferMigrations.Count > 0)
- {
- ulong currentSyncNumber = Renderer.GetCurrentSync();
- for (int i = 0; i < BufferMigrations.Count; i++)
- {
- BufferMigration migration = BufferMigrations[i];
- long diff = (long)(currentSyncNumber - migration.SyncNumber);
- if (diff >= 0)
- {
- migration.Dispose();
- BufferMigrations.RemoveAt(i--);
- }
- }
- }
- if (_pendingSync || (syncpoint && SyncpointActions.Count > 0))
- {
- Renderer.CreateSync(SyncNumber);
- SyncNumber++;
- foreach (Action action in SyncActions)
- {
- action();
- }
- foreach (Action action in SyncpointActions)
- {
- action();
- }
- SyncActions.Clear();
- SyncpointActions.Clear();
- }
- _pendingSync = false;
- }
- /// <summary>
- /// Performs deferred actions.
- /// This is useful for actions that must run on the render thread, such as resource disposal.
- /// </summary>
- internal void RunDeferredActions()
- {
- while (DeferredActions.TryDequeue(out Action action))
- {
- action();
- }
- }
- /// <summary>
- /// Disposes all GPU resources currently cached.
- /// It's an error to push any GPU commands after disposal.
- /// Additionally, the GPU commands FIFO must be empty for disposal,
- /// and processing of all commands must have finished.
- /// </summary>
- public void Dispose()
- {
- Renderer.Dispose();
- GPFifo.Dispose();
- HostInitalized.Dispose();
- // Has to be disposed before processing deferred actions, as it will produce some.
- foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
- {
- physicalMemory.Dispose();
- }
- PhysicalMemoryRegistry.Clear();
- RunDeferredActions();
- }
- }
- }
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