OpenGLRenderer.cs 9.8 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)
  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 ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
  78. {
  79. return Buffer.GetData(this, buffer, offset, size);
  80. }
  81. public Capabilities GetCapabilities()
  82. {
  83. return new Capabilities(
  84. api: TargetApi.OpenGL,
  85. vendorName: GpuVendor,
  86. hasFrontFacingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
  87. hasVectorIndexingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows,
  88. needsFragmentOutputSpecialization: false,
  89. reduceShaderPrecision: false,
  90. supportsAstcCompression: HwCapabilities.SupportsAstcCompression,
  91. supportsBc123Compression: HwCapabilities.SupportsTextureCompressionS3tc,
  92. supportsBc45Compression: HwCapabilities.SupportsTextureCompressionRgtc,
  93. supportsBc67Compression: true, // Should check BPTC extension, but for some reason NVIDIA is not exposing the extension.
  94. supportsEtc2Compression: true,
  95. supports3DTextureCompression: false,
  96. supportsBgraFormat: false,
  97. supportsR4G4Format: false,
  98. supportsR4G4B4A4Format: true,
  99. supportsSnormBufferTextureFormat: false,
  100. supports5BitComponentFormat: true,
  101. supportsBlendEquationAdvanced: HwCapabilities.SupportsBlendEquationAdvanced,
  102. supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
  103. supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
  104. supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
  105. supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
  106. supportsLayerVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
  107. supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
  108. supportsCubemapView: true,
  109. supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
  110. supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
  111. supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
  112. supportsViewportIndex: HwCapabilities.SupportsShaderViewportLayerArray,
  113. supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
  114. supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
  115. maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver?
  116. maximumStorageBuffersPerStage: 16,
  117. maximumTexturesPerStage: 32,
  118. maximumImagesPerStage: 8,
  119. maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
  120. maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
  121. storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment);
  122. }
  123. public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
  124. {
  125. Buffer.SetData(buffer, offset, data);
  126. }
  127. public void UpdateCounters()
  128. {
  129. _counters.Update();
  130. }
  131. public void PreFrame()
  132. {
  133. _sync.Cleanup();
  134. ResourcePool.Tick();
  135. }
  136. public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
  137. {
  138. return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount, hostReserved);
  139. }
  140. public void Initialize(GraphicsDebugLevel glLogLevel)
  141. {
  142. Debugger.Initialize(glLogLevel);
  143. PrintGpuInformation();
  144. if (HwCapabilities.SupportsParallelShaderCompile)
  145. {
  146. GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
  147. }
  148. _pipeline.Initialize(this);
  149. _counters.Initialize();
  150. // This is required to disable [0, 1] clamping for SNorm outputs on compatibility profiles.
  151. // This call is expected to fail if we're running with a core profile,
  152. // as this clamp target was deprecated, but that's fine as a core profile
  153. // should already have the desired behaviour were outputs are not clamped.
  154. GL.ClampColor(ClampColorTarget.ClampFragmentColor, ClampColorMode.False);
  155. }
  156. private void PrintGpuInformation()
  157. {
  158. GpuVendor = GL.GetString(StringName.Vendor);
  159. GpuRenderer = GL.GetString(StringName.Renderer);
  160. GpuVersion = GL.GetString(StringName.Version);
  161. Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
  162. }
  163. public void ResetCounter(CounterType type)
  164. {
  165. _counters.QueueReset(type);
  166. }
  167. public void BackgroundContextAction(Action action, bool alwaysBackground = false)
  168. {
  169. // alwaysBackground is ignored, since we cannot switch from the current context.
  170. if (IOpenGLContext.HasContext())
  171. {
  172. action(); // We have a context already - use that (assuming it is the main one).
  173. }
  174. else
  175. {
  176. _window.BackgroundContext.Invoke(action);
  177. }
  178. }
  179. public void InitializeBackgroundContext(IOpenGLContext baseContext)
  180. {
  181. _window.InitializeBackgroundContext(baseContext);
  182. }
  183. public void Dispose()
  184. {
  185. _textureCopy.Dispose();
  186. _backgroundTextureCopy.Dispose();
  187. TextureCopyMS.Dispose();
  188. PersistentBuffers.Dispose();
  189. ResourcePool.Dispose();
  190. _pipeline.Dispose();
  191. _window.Dispose();
  192. _counters.Dispose();
  193. _sync.Dispose();
  194. }
  195. public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
  196. {
  197. return new Program(programBinary, hasFragmentShader, info.FragmentOutputMap);
  198. }
  199. public void CreateSync(ulong id, bool strict)
  200. {
  201. _sync.Create(id);
  202. }
  203. public void WaitSync(ulong id)
  204. {
  205. _sync.Wait(id);
  206. }
  207. public ulong GetCurrentSync()
  208. {
  209. return _sync.GetCurrent();
  210. }
  211. public void SetInterruptAction(Action<Action> interruptAction)
  212. {
  213. // Currently no need for an interrupt action.
  214. }
  215. public void Screenshot()
  216. {
  217. _window.ScreenCaptureRequested = true;
  218. }
  219. public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
  220. {
  221. ScreenCaptured?.Invoke(this, bitmap);
  222. }
  223. }
  224. }