Renderer.cs 5.7 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. internal ResourcePool ResourcePool { get; }
  24. internal int BufferCount { get; private set; }
  25. public string GpuVendor { get; private set; }
  26. public string GpuRenderer { get; private set; }
  27. public string GpuVersion { get; private set; }
  28. public Renderer()
  29. {
  30. _pipeline = new Pipeline();
  31. _counters = new Counters();
  32. _window = new Window(this);
  33. _textureCopy = new TextureCopy(this);
  34. _backgroundTextureCopy = new TextureCopy(this);
  35. _sync = new Sync();
  36. ResourcePool = new ResourcePool();
  37. }
  38. public IShader CompileShader(ShaderStage stage, string code)
  39. {
  40. return new Shader(stage, code);
  41. }
  42. public BufferHandle CreateBuffer(int size)
  43. {
  44. BufferCount++;
  45. return Buffer.Create(size);
  46. }
  47. public IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
  48. {
  49. return new Program(shaders, transformFeedbackDescriptors);
  50. }
  51. public ISampler CreateSampler(SamplerCreateInfo info)
  52. {
  53. return new Sampler(info);
  54. }
  55. public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
  56. {
  57. if (info.Target == Target.TextureBuffer)
  58. {
  59. return new TextureBuffer(this, info);
  60. }
  61. else
  62. {
  63. return ResourcePool.GetTextureOrNull(info, scaleFactor) ?? new TextureStorage(this, info, scaleFactor).CreateDefaultView();
  64. }
  65. }
  66. public void DeleteBuffer(BufferHandle buffer)
  67. {
  68. Buffer.Delete(buffer);
  69. }
  70. public byte[] GetBufferData(BufferHandle buffer, int offset, int size)
  71. {
  72. return Buffer.GetData(buffer, offset, size);
  73. }
  74. public Capabilities GetCapabilities()
  75. {
  76. return new Capabilities(
  77. HwCapabilities.SupportsAstcCompression,
  78. HwCapabilities.SupportsImageLoadFormatted,
  79. HwCapabilities.SupportsNonConstantTextureOffset,
  80. HwCapabilities.SupportsViewportSwizzle,
  81. HwCapabilities.MaximumComputeSharedMemorySize,
  82. HwCapabilities.MaximumSupportedAnisotropy,
  83. HwCapabilities.StorageBufferOffsetAlignment);
  84. }
  85. public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
  86. {
  87. Buffer.SetData(buffer, offset, data);
  88. }
  89. public void UpdateCounters()
  90. {
  91. _counters.Update();
  92. }
  93. public void PreFrame()
  94. {
  95. _sync.Cleanup();
  96. ResourcePool.Tick();
  97. }
  98. public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler)
  99. {
  100. return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount);
  101. }
  102. public void Initialize(GraphicsDebugLevel glLogLevel)
  103. {
  104. Debugger.Initialize(glLogLevel);
  105. PrintGpuInformation();
  106. if (HwCapabilities.SupportsParallelShaderCompile)
  107. {
  108. GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
  109. }
  110. _counters.Initialize();
  111. }
  112. private void PrintGpuInformation()
  113. {
  114. GpuVendor = GL.GetString(StringName.Vendor);
  115. GpuRenderer = GL.GetString(StringName.Renderer);
  116. GpuVersion = GL.GetString(StringName.Version);
  117. Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
  118. }
  119. public void ResetCounter(CounterType type)
  120. {
  121. _counters.QueueReset(type);
  122. }
  123. public void BackgroundContextAction(Action action)
  124. {
  125. if (IOpenGLContext.HasContext())
  126. {
  127. action(); // We have a context already - use that (assuming it is the main one).
  128. }
  129. else
  130. {
  131. _window.BackgroundContext.Invoke(action);
  132. }
  133. }
  134. public void InitializeBackgroundContext(IOpenGLContext baseContext)
  135. {
  136. _window.InitializeBackgroundContext(baseContext);
  137. }
  138. public void Dispose()
  139. {
  140. _textureCopy.Dispose();
  141. _backgroundTextureCopy.Dispose();
  142. ResourcePool.Dispose();
  143. _pipeline.Dispose();
  144. _window.Dispose();
  145. _counters.Dispose();
  146. _sync.Dispose();
  147. }
  148. public IProgram LoadProgramBinary(byte[] programBinary)
  149. {
  150. return new Program(programBinary);
  151. }
  152. public void CreateSync(ulong id)
  153. {
  154. _sync.Create(id);
  155. }
  156. public void WaitSync(ulong id)
  157. {
  158. _sync.Wait(id);
  159. }
  160. }
  161. }