OpenGLRenderer.cs 9.1 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Common.Configuration;
  3. using Ryujinx.Common.Logging;
  4. using Ryujinx.Graphics.GAL;
  5. using Ryujinx.Graphics.OpenGL.Image;
  6. using Ryujinx.Graphics.OpenGL.Queries;
  7. using Ryujinx.Graphics.Shader.Translation;
  8. using System;
  9. namespace Ryujinx.Graphics.OpenGL
  10. {
  11. public sealed class OpenGLRenderer : IRenderer
  12. {
  13. private readonly Pipeline _pipeline;
  14. public IPipeline Pipeline => _pipeline;
  15. private readonly Counters _counters;
  16. private readonly Window _window;
  17. public IWindow Window => _window;
  18. private TextureCopy _textureCopy;
  19. private TextureCopy _backgroundTextureCopy;
  20. internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy;
  21. internal TextureCopyMS TextureCopyMS { get; }
  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 bool PreferThreading => true;
  31. public OpenGLRenderer()
  32. {
  33. _pipeline = new Pipeline();
  34. _counters = new Counters();
  35. _window = new Window(this);
  36. _textureCopy = new TextureCopy(this);
  37. _backgroundTextureCopy = new TextureCopy(this);
  38. TextureCopyMS = new TextureCopyMS(this);
  39. _sync = new Sync();
  40. PersistentBuffers = new PersistentBuffers();
  41. ResourcePool = new ResourcePool();
  42. }
  43. public BufferHandle CreateBuffer(int size)
  44. {
  45. BufferCount++;
  46. return Buffer.Create(size);
  47. }
  48. public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
  49. {
  50. return new Program(shaders, info.FragmentOutputMap);
  51. }
  52. public ISampler CreateSampler(SamplerCreateInfo info)
  53. {
  54. return new Sampler(info);
  55. }
  56. public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
  57. {
  58. if (info.Target == Target.TextureBuffer)
  59. {
  60. return new TextureBuffer(this, info);
  61. }
  62. else
  63. {
  64. return ResourcePool.GetTextureOrNull(info, scaleFactor) ?? new TextureStorage(this, info, scaleFactor).CreateDefaultView();
  65. }
  66. }
  67. public void DeleteBuffer(BufferHandle buffer)
  68. {
  69. Buffer.Delete(buffer);
  70. }
  71. public HardwareInfo GetHardwareInfo()
  72. {
  73. return new HardwareInfo(GpuVendor, GpuRenderer);
  74. }
  75. public ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
  76. {
  77. return Buffer.GetData(this, buffer, offset, size);
  78. }
  79. public Capabilities GetCapabilities()
  80. {
  81. return new Capabilities(
  82. api: TargetApi.OpenGL,
  83. vendorName: GpuVendor,
  84. hasFrontFacingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
  85. hasVectorIndexingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows,
  86. supportsAstcCompression: HwCapabilities.SupportsAstcCompression,
  87. supportsBc123Compression: HwCapabilities.SupportsTextureCompressionS3tc,
  88. supportsBc45Compression: HwCapabilities.SupportsTextureCompressionRgtc,
  89. supportsBc67Compression: true, // Should check BPTC extension, but for some reason NVIDIA is not exposing the extension.
  90. supports3DTextureCompression: false,
  91. supportsBgraFormat: false,
  92. supportsR4G4Format: false,
  93. supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
  94. supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
  95. supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
  96. supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
  97. supportsLayerVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
  98. supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
  99. supportsCubemapView: true,
  100. supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
  101. supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
  102. supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
  103. supportsViewportIndex: HwCapabilities.SupportsShaderViewportLayerArray,
  104. supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
  105. supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
  106. maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver?
  107. maximumStorageBuffersPerStage: 16,
  108. maximumTexturesPerStage: 32,
  109. maximumImagesPerStage: 8,
  110. maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
  111. maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
  112. storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment);
  113. }
  114. public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
  115. {
  116. Buffer.SetData(buffer, offset, data);
  117. }
  118. public void UpdateCounters()
  119. {
  120. _counters.Update();
  121. }
  122. public void PreFrame()
  123. {
  124. _sync.Cleanup();
  125. ResourcePool.Tick();
  126. }
  127. public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
  128. {
  129. return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount, hostReserved);
  130. }
  131. public void Initialize(GraphicsDebugLevel glLogLevel)
  132. {
  133. Debugger.Initialize(glLogLevel);
  134. PrintGpuInformation();
  135. if (HwCapabilities.SupportsParallelShaderCompile)
  136. {
  137. GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
  138. }
  139. _pipeline.Initialize(this);
  140. _counters.Initialize();
  141. // This is required to disable [0, 1] clamping for SNorm outputs on compatibility profiles.
  142. // This call is expected to fail if we're running with a core profile,
  143. // as this clamp target was deprecated, but that's fine as a core profile
  144. // should already have the desired behaviour were outputs are not clamped.
  145. GL.ClampColor(ClampColorTarget.ClampFragmentColor, ClampColorMode.False);
  146. }
  147. private void PrintGpuInformation()
  148. {
  149. GpuVendor = GL.GetString(StringName.Vendor);
  150. GpuRenderer = GL.GetString(StringName.Renderer);
  151. GpuVersion = GL.GetString(StringName.Version);
  152. Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
  153. }
  154. public void ResetCounter(CounterType type)
  155. {
  156. _counters.QueueReset(type);
  157. }
  158. public void BackgroundContextAction(Action action, bool alwaysBackground = false)
  159. {
  160. // alwaysBackground is ignored, since we cannot switch from the current context.
  161. if (IOpenGLContext.HasContext())
  162. {
  163. action(); // We have a context already - use that (assuming it is the main one).
  164. }
  165. else
  166. {
  167. _window.BackgroundContext.Invoke(action);
  168. }
  169. }
  170. public void InitializeBackgroundContext(IOpenGLContext baseContext)
  171. {
  172. _window.InitializeBackgroundContext(baseContext);
  173. }
  174. public void Dispose()
  175. {
  176. _textureCopy.Dispose();
  177. _backgroundTextureCopy.Dispose();
  178. TextureCopyMS.Dispose();
  179. PersistentBuffers.Dispose();
  180. ResourcePool.Dispose();
  181. _pipeline.Dispose();
  182. _window.Dispose();
  183. _counters.Dispose();
  184. _sync.Dispose();
  185. }
  186. public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
  187. {
  188. return new Program(programBinary, hasFragmentShader, info.FragmentOutputMap);
  189. }
  190. public void CreateSync(ulong id)
  191. {
  192. _sync.Create(id);
  193. }
  194. public void WaitSync(ulong id)
  195. {
  196. _sync.Wait(id);
  197. }
  198. public ulong GetCurrentSync()
  199. {
  200. return _sync.GetCurrent();
  201. }
  202. public void Screenshot()
  203. {
  204. _window.ScreenCaptureRequested = true;
  205. }
  206. public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
  207. {
  208. ScreenCaptured?.Invoke(this, bitmap);
  209. }
  210. }
  211. }