OpenGLRenderer.cs 10 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 TextureCopyIncompatible TextureCopyIncompatible { get; }
  22. internal TextureCopyMS TextureCopyMS { get; }
  23. private 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. BufferCount++;
  48. return Buffer.Create(size);
  49. }
  50. public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
  51. {
  52. return new Program(shaders, info.FragmentOutputMap);
  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 HardwareInfo GetHardwareInfo()
  74. {
  75. return new HardwareInfo(GpuVendor, GpuRenderer);
  76. }
  77. public PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
  78. {
  79. return Buffer.GetData(this, buffer, offset, size);
  80. }
  81. public Capabilities GetCapabilities()
  82. {
  83. bool intelWindows = HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows;
  84. bool amdWindows = HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows;
  85. return new Capabilities(
  86. api: TargetApi.OpenGL,
  87. vendorName: GpuVendor,
  88. hasFrontFacingBug: intelWindows,
  89. hasVectorIndexingBug: amdWindows,
  90. needsFragmentOutputSpecialization: false,
  91. reduceShaderPrecision: false,
  92. supportsAstcCompression: HwCapabilities.SupportsAstcCompression,
  93. supportsBc123Compression: HwCapabilities.SupportsTextureCompressionS3tc,
  94. supportsBc45Compression: HwCapabilities.SupportsTextureCompressionRgtc,
  95. supportsBc67Compression: true, // Should check BPTC extension, but for some reason NVIDIA is not exposing the extension.
  96. supportsEtc2Compression: true,
  97. supports3DTextureCompression: false,
  98. supportsBgraFormat: false,
  99. supportsR4G4Format: false,
  100. supportsR4G4B4A4Format: true,
  101. supportsSnormBufferTextureFormat: false,
  102. supports5BitComponentFormat: true,
  103. supportsBlendEquationAdvanced: HwCapabilities.SupportsBlendEquationAdvanced,
  104. supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
  105. supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
  106. supportsGeometryShader: true,
  107. supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
  108. supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
  109. supportsLayerVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
  110. supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
  111. supportsCubemapView: true,
  112. supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
  113. supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
  114. supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
  115. supportsViewportIndex: HwCapabilities.SupportsShaderViewportLayerArray,
  116. supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
  117. supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
  118. maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver?
  119. maximumStorageBuffersPerStage: 16,
  120. maximumTexturesPerStage: 32,
  121. maximumImagesPerStage: 8,
  122. maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
  123. maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
  124. storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment,
  125. gatherBiasPrecision: intelWindows || amdWindows ? 8 : 0); // Precision is 8 for these vendors on Vulkan.
  126. }
  127. public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
  128. {
  129. Buffer.SetData(buffer, offset, data);
  130. }
  131. public void UpdateCounters()
  132. {
  133. _counters.Update();
  134. }
  135. public void PreFrame()
  136. {
  137. _sync.Cleanup();
  138. ResourcePool.Tick();
  139. }
  140. public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
  141. {
  142. return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount, hostReserved);
  143. }
  144. public void Initialize(GraphicsDebugLevel glLogLevel)
  145. {
  146. Debugger.Initialize(glLogLevel);
  147. PrintGpuInformation();
  148. if (HwCapabilities.SupportsParallelShaderCompile)
  149. {
  150. GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
  151. }
  152. _pipeline.Initialize(this);
  153. _counters.Initialize(_pipeline);
  154. // This is required to disable [0, 1] clamping for SNorm outputs on compatibility profiles.
  155. // This call is expected to fail if we're running with a core profile,
  156. // as this clamp target was deprecated, but that's fine as a core profile
  157. // should already have the desired behaviour were outputs are not clamped.
  158. GL.ClampColor(ClampColorTarget.ClampFragmentColor, ClampColorMode.False);
  159. }
  160. private void PrintGpuInformation()
  161. {
  162. GpuVendor = GL.GetString(StringName.Vendor);
  163. GpuRenderer = GL.GetString(StringName.Renderer);
  164. GpuVersion = GL.GetString(StringName.Version);
  165. Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
  166. }
  167. public void ResetCounter(CounterType type)
  168. {
  169. _counters.QueueReset(type);
  170. }
  171. public void BackgroundContextAction(Action action, bool alwaysBackground = false)
  172. {
  173. // alwaysBackground is ignored, since we cannot switch from the current context.
  174. if (IOpenGLContext.HasContext())
  175. {
  176. action(); // We have a context already - use that (assuming it is the main one).
  177. }
  178. else
  179. {
  180. _window.BackgroundContext.Invoke(action);
  181. }
  182. }
  183. public void InitializeBackgroundContext(IOpenGLContext baseContext)
  184. {
  185. _window.InitializeBackgroundContext(baseContext);
  186. }
  187. public void Dispose()
  188. {
  189. _textureCopy.Dispose();
  190. _backgroundTextureCopy.Dispose();
  191. TextureCopyMS.Dispose();
  192. PersistentBuffers.Dispose();
  193. ResourcePool.Dispose();
  194. _pipeline.Dispose();
  195. _window.Dispose();
  196. _counters.Dispose();
  197. _sync.Dispose();
  198. }
  199. public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
  200. {
  201. return new Program(programBinary, hasFragmentShader, info.FragmentOutputMap);
  202. }
  203. public void CreateSync(ulong id, bool strict)
  204. {
  205. _sync.Create(id);
  206. }
  207. public void WaitSync(ulong id)
  208. {
  209. _sync.Wait(id);
  210. }
  211. public ulong GetCurrentSync()
  212. {
  213. return _sync.GetCurrent();
  214. }
  215. public void SetInterruptAction(Action<Action> interruptAction)
  216. {
  217. // Currently no need for an interrupt action.
  218. }
  219. public void Screenshot()
  220. {
  221. _window.ScreenCaptureRequested = true;
  222. }
  223. public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
  224. {
  225. ScreenCaptured?.Invoke(this, bitmap);
  226. }
  227. }
  228. }