Renderer.cs 7.3 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. hasFrontFacingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
  82. hasVectorIndexingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows,
  83. supportsAstcCompression: HwCapabilities.SupportsAstcCompression,
  84. supportsR4G4Format: false,
  85. supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
  86. supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
  87. supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
  88. supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
  89. supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
  90. supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
  91. supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
  92. supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
  93. supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
  94. maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
  95. maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
  96. storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment);
  97. }
  98. public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
  99. {
  100. Buffer.SetData(buffer, offset, data);
  101. }
  102. public void UpdateCounters()
  103. {
  104. _counters.Update();
  105. }
  106. public void PreFrame()
  107. {
  108. _sync.Cleanup();
  109. ResourcePool.Tick();
  110. }
  111. public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
  112. {
  113. return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount, hostReserved);
  114. }
  115. public void Initialize(GraphicsDebugLevel glLogLevel)
  116. {
  117. Debugger.Initialize(glLogLevel);
  118. PrintGpuInformation();
  119. if (HwCapabilities.SupportsParallelShaderCompile)
  120. {
  121. GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
  122. }
  123. _pipeline.Initialize(this);
  124. _counters.Initialize();
  125. }
  126. private void PrintGpuInformation()
  127. {
  128. GpuVendor = GL.GetString(StringName.Vendor);
  129. GpuRenderer = GL.GetString(StringName.Renderer);
  130. GpuVersion = GL.GetString(StringName.Version);
  131. Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
  132. }
  133. public void ResetCounter(CounterType type)
  134. {
  135. _counters.QueueReset(type);
  136. }
  137. public void BackgroundContextAction(Action action, bool alwaysBackground = false)
  138. {
  139. // alwaysBackground is ignored, since we cannot switch from the current context.
  140. if (IOpenGLContext.HasContext())
  141. {
  142. action(); // We have a context already - use that (assuming it is the main one).
  143. }
  144. else
  145. {
  146. _window.BackgroundContext.Invoke(action);
  147. }
  148. }
  149. public void InitializeBackgroundContext(IOpenGLContext baseContext)
  150. {
  151. _window.InitializeBackgroundContext(baseContext);
  152. }
  153. public void Dispose()
  154. {
  155. _textureCopy.Dispose();
  156. _backgroundTextureCopy.Dispose();
  157. PersistentBuffers.Dispose();
  158. ResourcePool.Dispose();
  159. _pipeline.Dispose();
  160. _window.Dispose();
  161. _counters.Dispose();
  162. _sync.Dispose();
  163. }
  164. public IProgram LoadProgramBinary(byte[] programBinary)
  165. {
  166. return new Program(programBinary);
  167. }
  168. public void CreateSync(ulong id)
  169. {
  170. _sync.Create(id);
  171. }
  172. public void WaitSync(ulong id)
  173. {
  174. _sync.Wait(id);
  175. }
  176. public void Screenshot()
  177. {
  178. _window.ScreenCaptureRequested = true;
  179. }
  180. public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
  181. {
  182. ScreenCaptured?.Invoke(this, bitmap);
  183. }
  184. }
  185. }