OpenGLRenderer.cs 11 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 readonly TextureCopy _textureCopy;
  19. private readonly TextureCopy _backgroundTextureCopy;
  20. internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy;
  21. internal TextureCopyIncompatible TextureCopyIncompatible { get; }
  22. internal TextureCopyMS TextureCopyMS { get; }
  23. private readonly Sync _sync;
  24. public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
  25. internal PersistentBuffers PersistentBuffers { get; }
  26. internal ResourcePool ResourcePool { get; }
  27. internal int BufferCount { get; private set; }
  28. public string GpuVendor { get; private set; }
  29. public string GpuRenderer { get; private set; }
  30. public string GpuVersion { get; private set; }
  31. public bool PreferThreading => true;
  32. public OpenGLRenderer()
  33. {
  34. _pipeline = new Pipeline();
  35. _counters = new Counters();
  36. _window = new Window(this);
  37. _textureCopy = new TextureCopy(this);
  38. _backgroundTextureCopy = new TextureCopy(this);
  39. TextureCopyIncompatible = new TextureCopyIncompatible(this);
  40. TextureCopyMS = new TextureCopyMS(this);
  41. _sync = new Sync();
  42. PersistentBuffers = new PersistentBuffers();
  43. ResourcePool = new ResourcePool();
  44. }
  45. public BufferHandle CreateBuffer(int size, BufferHandle storageHint)
  46. {
  47. return CreateBuffer(size, GAL.BufferAccess.Default);
  48. }
  49. public BufferHandle CreateBuffer(int size, GAL.BufferAccess access)
  50. {
  51. BufferCount++;
  52. if (access == GAL.BufferAccess.FlushPersistent)
  53. {
  54. BufferHandle handle = Buffer.CreatePersistent(size);
  55. PersistentBuffers.Map(handle, size);
  56. return handle;
  57. }
  58. else
  59. {
  60. return Buffer.Create(size);
  61. }
  62. }
  63. public BufferHandle CreateBuffer(nint pointer, int size)
  64. {
  65. throw new NotSupportedException();
  66. }
  67. public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
  68. {
  69. return new Program(shaders, info.FragmentOutputMap);
  70. }
  71. public ISampler CreateSampler(SamplerCreateInfo info)
  72. {
  73. return new Sampler(info);
  74. }
  75. public ITexture CreateTexture(TextureCreateInfo info)
  76. {
  77. if (info.Target == Target.TextureBuffer)
  78. {
  79. return new TextureBuffer(this, info);
  80. }
  81. else
  82. {
  83. return ResourcePool.GetTextureOrNull(info) ?? new TextureStorage(this, info).CreateDefaultView();
  84. }
  85. }
  86. public void DeleteBuffer(BufferHandle buffer)
  87. {
  88. PersistentBuffers.Unmap(buffer);
  89. Buffer.Delete(buffer);
  90. }
  91. public HardwareInfo GetHardwareInfo()
  92. {
  93. return new HardwareInfo(GpuVendor, GpuRenderer);
  94. }
  95. public PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
  96. {
  97. return Buffer.GetData(this, buffer, offset, size);
  98. }
  99. public Capabilities GetCapabilities()
  100. {
  101. bool intelWindows = HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows;
  102. bool intelUnix = HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelUnix;
  103. bool amdWindows = HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows;
  104. return new Capabilities(
  105. api: TargetApi.OpenGL,
  106. vendorName: GpuVendor,
  107. hasFrontFacingBug: intelWindows,
  108. hasVectorIndexingBug: amdWindows,
  109. needsFragmentOutputSpecialization: false,
  110. reduceShaderPrecision: false,
  111. supportsAstcCompression: HwCapabilities.SupportsAstcCompression,
  112. supportsBc123Compression: HwCapabilities.SupportsTextureCompressionS3tc,
  113. supportsBc45Compression: HwCapabilities.SupportsTextureCompressionRgtc,
  114. supportsBc67Compression: true, // Should check BPTC extension, but for some reason NVIDIA is not exposing the extension.
  115. supportsEtc2Compression: true,
  116. supports3DTextureCompression: false,
  117. supportsBgraFormat: false,
  118. supportsR4G4Format: false,
  119. supportsR4G4B4A4Format: true,
  120. supportsSnormBufferTextureFormat: false,
  121. supports5BitComponentFormat: true,
  122. supportsBlendEquationAdvanced: HwCapabilities.SupportsBlendEquationAdvanced,
  123. supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
  124. supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
  125. supportsGeometryShader: true,
  126. supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
  127. supportsTransformFeedback: true,
  128. supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
  129. supportsLayerVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
  130. supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
  131. supportsCubemapView: true,
  132. supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
  133. supportsScaledVertexFormats: true,
  134. supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
  135. supportsShaderBarrierDivergence: !(intelWindows || intelUnix),
  136. supportsShaderFloat64: true,
  137. supportsTextureGatherOffsets: true,
  138. supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
  139. supportsVertexStoreAndAtomics: true,
  140. supportsViewportIndexVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
  141. supportsViewportMask: HwCapabilities.SupportsViewportArray2,
  142. supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
  143. supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
  144. supportsDepthClipControl: true,
  145. maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver?
  146. maximumStorageBuffersPerStage: 16,
  147. maximumTexturesPerStage: 32,
  148. maximumImagesPerStage: 8,
  149. maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
  150. maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
  151. shaderSubgroupSize: Constants.MaxSubgroupSize,
  152. storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment,
  153. textureBufferOffsetAlignment: HwCapabilities.TextureBufferOffsetAlignment,
  154. gatherBiasPrecision: intelWindows || amdWindows ? 8 : 0); // Precision is 8 for these vendors on Vulkan.
  155. }
  156. public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
  157. {
  158. Buffer.SetData(buffer, offset, data);
  159. }
  160. public void UpdateCounters()
  161. {
  162. _counters.Update();
  163. }
  164. public void PreFrame()
  165. {
  166. _sync.Cleanup();
  167. ResourcePool.Tick();
  168. }
  169. public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, float divisor, bool hostReserved)
  170. {
  171. return _counters.QueueReport(type, resultHandler, divisor, _pipeline.DrawCount, hostReserved);
  172. }
  173. public void Initialize(GraphicsDebugLevel glLogLevel)
  174. {
  175. Debugger.Initialize(glLogLevel);
  176. PrintGpuInformation();
  177. if (HwCapabilities.SupportsParallelShaderCompile)
  178. {
  179. GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
  180. }
  181. _counters.Initialize();
  182. // This is required to disable [0, 1] clamping for SNorm outputs on compatibility profiles.
  183. // This call is expected to fail if we're running with a core profile,
  184. // as this clamp target was deprecated, but that's fine as a core profile
  185. // should already have the desired behaviour were outputs are not clamped.
  186. GL.ClampColor(ClampColorTarget.ClampFragmentColor, ClampColorMode.False);
  187. }
  188. private void PrintGpuInformation()
  189. {
  190. GpuVendor = GL.GetString(StringName.Vendor);
  191. GpuRenderer = GL.GetString(StringName.Renderer);
  192. GpuVersion = GL.GetString(StringName.Version);
  193. Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
  194. }
  195. public void ResetCounter(CounterType type)
  196. {
  197. _counters.QueueReset(type);
  198. }
  199. public void BackgroundContextAction(Action action, bool alwaysBackground = false)
  200. {
  201. // alwaysBackground is ignored, since we cannot switch from the current context.
  202. if (IOpenGLContext.HasContext())
  203. {
  204. action(); // We have a context already - use that (assuming it is the main one).
  205. }
  206. else
  207. {
  208. _window.BackgroundContext.Invoke(action);
  209. }
  210. }
  211. public void InitializeBackgroundContext(IOpenGLContext baseContext)
  212. {
  213. _window.InitializeBackgroundContext(baseContext);
  214. }
  215. public void Dispose()
  216. {
  217. _textureCopy.Dispose();
  218. _backgroundTextureCopy.Dispose();
  219. TextureCopyMS.Dispose();
  220. PersistentBuffers.Dispose();
  221. ResourcePool.Dispose();
  222. _pipeline.Dispose();
  223. _window.Dispose();
  224. _counters.Dispose();
  225. _sync.Dispose();
  226. }
  227. public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
  228. {
  229. return new Program(programBinary, hasFragmentShader, info.FragmentOutputMap);
  230. }
  231. public void CreateSync(ulong id, bool strict)
  232. {
  233. _sync.Create(id);
  234. }
  235. public void WaitSync(ulong id)
  236. {
  237. _sync.Wait(id);
  238. }
  239. public ulong GetCurrentSync()
  240. {
  241. return _sync.GetCurrent();
  242. }
  243. public void SetInterruptAction(Action<Action> interruptAction)
  244. {
  245. // Currently no need for an interrupt action.
  246. }
  247. public void Screenshot()
  248. {
  249. _window.ScreenCaptureRequested = true;
  250. }
  251. public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
  252. {
  253. ScreenCaptured?.Invoke(this, bitmap);
  254. }
  255. public bool PrepareHostMapping(nint address, ulong size)
  256. {
  257. return false;
  258. }
  259. }
  260. }