OpenGLRenderer.cs 9.2 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 TextureCopyMS TextureCopyMS { get; }
  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 OpenGLRenderer()
  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. TextureCopyMS = new TextureCopyMS(this);
  39. _sync = new Sync();
  40. PersistentBuffers = new PersistentBuffers();
  41. ResourcePool = new ResourcePool();
  42. }
  43. public BufferHandle CreateBuffer(int size)
  44. {
  45. BufferCount++;
  46. return Buffer.Create(size);
  47. }
  48. public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
  49. {
  50. return new Program(shaders, info.FragmentOutputMap);
  51. }
  52. public ISampler CreateSampler(SamplerCreateInfo info)
  53. {
  54. return new Sampler(info);
  55. }
  56. public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
  57. {
  58. if (info.Target == Target.TextureBuffer)
  59. {
  60. return new TextureBuffer(this, info);
  61. }
  62. else
  63. {
  64. return ResourcePool.GetTextureOrNull(info, scaleFactor) ?? new TextureStorage(this, info, scaleFactor).CreateDefaultView();
  65. }
  66. }
  67. public void DeleteBuffer(BufferHandle buffer)
  68. {
  69. Buffer.Delete(buffer);
  70. }
  71. public HardwareInfo GetHardwareInfo()
  72. {
  73. return new HardwareInfo(GpuVendor, GpuRenderer);
  74. }
  75. public ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
  76. {
  77. return Buffer.GetData(this, buffer, offset, size);
  78. }
  79. public Capabilities GetCapabilities()
  80. {
  81. return new Capabilities(
  82. api: TargetApi.OpenGL,
  83. vendorName: GpuVendor,
  84. hasFrontFacingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
  85. hasVectorIndexingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows,
  86. supportsAstcCompression: HwCapabilities.SupportsAstcCompression,
  87. supportsBc123Compression: HwCapabilities.SupportsTextureCompressionS3tc,
  88. supportsBc45Compression: HwCapabilities.SupportsTextureCompressionRgtc,
  89. supportsBc67Compression: true, // Should check BPTC extension, but for some reason NVIDIA is not exposing the extension.
  90. supportsEtc2Compression: true,
  91. supports3DTextureCompression: false,
  92. supportsBgraFormat: false,
  93. supportsR4G4Format: false,
  94. supportsSnormBufferTextureFormat: false,
  95. supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
  96. supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
  97. supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
  98. supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
  99. supportsLayerVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
  100. supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
  101. supportsCubemapView: true,
  102. supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
  103. supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
  104. supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
  105. supportsViewportIndex: HwCapabilities.SupportsShaderViewportLayerArray,
  106. supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
  107. supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
  108. maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver?
  109. maximumStorageBuffersPerStage: 16,
  110. maximumTexturesPerStage: 32,
  111. maximumImagesPerStage: 8,
  112. maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
  113. maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
  114. storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment);
  115. }
  116. public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
  117. {
  118. Buffer.SetData(buffer, offset, data);
  119. }
  120. public void UpdateCounters()
  121. {
  122. _counters.Update();
  123. }
  124. public void PreFrame()
  125. {
  126. _sync.Cleanup();
  127. ResourcePool.Tick();
  128. }
  129. public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
  130. {
  131. return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount, hostReserved);
  132. }
  133. public void Initialize(GraphicsDebugLevel glLogLevel)
  134. {
  135. Debugger.Initialize(glLogLevel);
  136. PrintGpuInformation();
  137. if (HwCapabilities.SupportsParallelShaderCompile)
  138. {
  139. GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
  140. }
  141. _pipeline.Initialize(this);
  142. _counters.Initialize();
  143. // This is required to disable [0, 1] clamping for SNorm outputs on compatibility profiles.
  144. // This call is expected to fail if we're running with a core profile,
  145. // as this clamp target was deprecated, but that's fine as a core profile
  146. // should already have the desired behaviour were outputs are not clamped.
  147. GL.ClampColor(ClampColorTarget.ClampFragmentColor, ClampColorMode.False);
  148. }
  149. private void PrintGpuInformation()
  150. {
  151. GpuVendor = GL.GetString(StringName.Vendor);
  152. GpuRenderer = GL.GetString(StringName.Renderer);
  153. GpuVersion = GL.GetString(StringName.Version);
  154. Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
  155. }
  156. public void ResetCounter(CounterType type)
  157. {
  158. _counters.QueueReset(type);
  159. }
  160. public void BackgroundContextAction(Action action, bool alwaysBackground = false)
  161. {
  162. // alwaysBackground is ignored, since we cannot switch from the current context.
  163. if (IOpenGLContext.HasContext())
  164. {
  165. action(); // We have a context already - use that (assuming it is the main one).
  166. }
  167. else
  168. {
  169. _window.BackgroundContext.Invoke(action);
  170. }
  171. }
  172. public void InitializeBackgroundContext(IOpenGLContext baseContext)
  173. {
  174. _window.InitializeBackgroundContext(baseContext);
  175. }
  176. public void Dispose()
  177. {
  178. _textureCopy.Dispose();
  179. _backgroundTextureCopy.Dispose();
  180. TextureCopyMS.Dispose();
  181. PersistentBuffers.Dispose();
  182. ResourcePool.Dispose();
  183. _pipeline.Dispose();
  184. _window.Dispose();
  185. _counters.Dispose();
  186. _sync.Dispose();
  187. }
  188. public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
  189. {
  190. return new Program(programBinary, hasFragmentShader, info.FragmentOutputMap);
  191. }
  192. public void CreateSync(ulong id)
  193. {
  194. _sync.Create(id);
  195. }
  196. public void WaitSync(ulong id)
  197. {
  198. _sync.Wait(id);
  199. }
  200. public ulong GetCurrentSync()
  201. {
  202. return _sync.GetCurrent();
  203. }
  204. public void Screenshot()
  205. {
  206. _window.ScreenCaptureRequested = true;
  207. }
  208. public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
  209. {
  210. ScreenCaptured?.Invoke(this, bitmap);
  211. }
  212. }
  213. }