Renderer.cs 6.9 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. 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 Renderer()
  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. _sync = new Sync();
  39. PersistentBuffers = new PersistentBuffers();
  40. ResourcePool = new ResourcePool();
  41. }
  42. public IShader CompileShader(ShaderStage stage, string code)
  43. {
  44. return new Shader(stage, code);
  45. }
  46. public BufferHandle CreateBuffer(int size)
  47. {
  48. BufferCount++;
  49. return Buffer.Create(size);
  50. }
  51. public IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
  52. {
  53. return new Program(shaders, transformFeedbackDescriptors);
  54. }
  55. public ISampler CreateSampler(SamplerCreateInfo info)
  56. {
  57. return new Sampler(info);
  58. }
  59. public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
  60. {
  61. if (info.Target == Target.TextureBuffer)
  62. {
  63. return new TextureBuffer(this, info);
  64. }
  65. else
  66. {
  67. return ResourcePool.GetTextureOrNull(info, scaleFactor) ?? new TextureStorage(this, info, scaleFactor).CreateDefaultView();
  68. }
  69. }
  70. public void DeleteBuffer(BufferHandle buffer)
  71. {
  72. Buffer.Delete(buffer);
  73. }
  74. public ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
  75. {
  76. return Buffer.GetData(this, buffer, offset, size);
  77. }
  78. public Capabilities GetCapabilities()
  79. {
  80. return new Capabilities(
  81. HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
  82. HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows,
  83. HwCapabilities.SupportsAstcCompression,
  84. HwCapabilities.SupportsFragmentShaderInterlock,
  85. HwCapabilities.SupportsFragmentShaderOrdering,
  86. HwCapabilities.SupportsImageLoadFormatted,
  87. HwCapabilities.SupportsMismatchingViewFormat,
  88. HwCapabilities.SupportsNonConstantTextureOffset,
  89. HwCapabilities.SupportsShaderBallot,
  90. HwCapabilities.SupportsTextureShadowLod,
  91. HwCapabilities.SupportsViewportSwizzle,
  92. HwCapabilities.SupportsIndirectParameters,
  93. HwCapabilities.MaximumComputeSharedMemorySize,
  94. HwCapabilities.MaximumSupportedAnisotropy,
  95. HwCapabilities.StorageBufferOffsetAlignment);
  96. }
  97. public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
  98. {
  99. Buffer.SetData(buffer, offset, data);
  100. }
  101. public void UpdateCounters()
  102. {
  103. _counters.Update();
  104. }
  105. public void PreFrame()
  106. {
  107. _sync.Cleanup();
  108. ResourcePool.Tick();
  109. }
  110. public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
  111. {
  112. return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount, hostReserved);
  113. }
  114. public void Initialize(GraphicsDebugLevel glLogLevel)
  115. {
  116. Debugger.Initialize(glLogLevel);
  117. PrintGpuInformation();
  118. if (HwCapabilities.SupportsParallelShaderCompile)
  119. {
  120. GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
  121. }
  122. _pipeline.Initialize();
  123. _counters.Initialize();
  124. }
  125. private void PrintGpuInformation()
  126. {
  127. GpuVendor = GL.GetString(StringName.Vendor);
  128. GpuRenderer = GL.GetString(StringName.Renderer);
  129. GpuVersion = GL.GetString(StringName.Version);
  130. Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
  131. }
  132. public void ResetCounter(CounterType type)
  133. {
  134. _counters.QueueReset(type);
  135. }
  136. public void BackgroundContextAction(Action action, bool alwaysBackground = false)
  137. {
  138. // alwaysBackground is ignored, since we cannot switch from the current context.
  139. if (IOpenGLContext.HasContext())
  140. {
  141. action(); // We have a context already - use that (assuming it is the main one).
  142. }
  143. else
  144. {
  145. _window.BackgroundContext.Invoke(action);
  146. }
  147. }
  148. public void InitializeBackgroundContext(IOpenGLContext baseContext)
  149. {
  150. _window.InitializeBackgroundContext(baseContext);
  151. }
  152. public void Dispose()
  153. {
  154. _textureCopy.Dispose();
  155. _backgroundTextureCopy.Dispose();
  156. PersistentBuffers.Dispose();
  157. ResourcePool.Dispose();
  158. _pipeline.Dispose();
  159. _window.Dispose();
  160. _counters.Dispose();
  161. _sync.Dispose();
  162. }
  163. public IProgram LoadProgramBinary(byte[] programBinary)
  164. {
  165. return new Program(programBinary);
  166. }
  167. public void CreateSync(ulong id)
  168. {
  169. _sync.Create(id);
  170. }
  171. public void WaitSync(ulong id)
  172. {
  173. _sync.Wait(id);
  174. }
  175. public void Screenshot()
  176. {
  177. _window.ScreenCaptureRequested = true;
  178. }
  179. public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
  180. {
  181. ScreenCaptured?.Invoke(this, bitmap);
  182. }
  183. }
  184. }