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- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Engine.GPFifo;
- using Ryujinx.Graphics.Gpu.Memory;
- using Ryujinx.Graphics.Gpu.Shader;
- using Ryujinx.Graphics.Gpu.Synchronization;
- using System;
- using System.Collections.Concurrent;
- using System.Collections.Generic;
- using System.Threading;
- namespace Ryujinx.Graphics.Gpu
- {
- /// <summary>
- /// GPU emulation context.
- /// </summary>
- public sealed class GpuContext : IDisposable
- {
- /// <summary>
- /// Event signaled when the host emulation context is ready to be used by the gpu context.
- /// </summary>
- public ManualResetEvent HostInitalized { get; }
- /// <summary>
- /// Host renderer.
- /// </summary>
- public IRenderer Renderer { get; }
- /// <summary>
- /// GPU General Purpose FIFO queue.
- /// </summary>
- public GPFifoDevice GPFifo { get; }
- /// <summary>
- /// GPU synchronization manager.
- /// </summary>
- public SynchronizationManager Synchronization { get; }
- /// <summary>
- /// Presentation window.
- /// </summary>
- public Window Window { get; }
- /// <summary>
- /// Internal sequence number, used to avoid needless resource data updates
- /// in the middle of a command buffer before synchronizations.
- /// </summary>
- internal int SequenceNumber { get; private set; }
- /// <summary>
- /// Internal sync number, used to denote points at which host synchronization can be requested.
- /// </summary>
- internal ulong SyncNumber { get; private set; }
- /// <summary>
- /// Actions to be performed when a CPU waiting sync point is triggered.
- /// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
- /// and the SyncNumber will be incremented.
- /// </summary>
- internal List<Action> SyncActions { get; }
- /// <summary>
- /// Queue with deferred actions that must run on the render thread.
- /// </summary>
- internal Queue<Action> DeferredActions { get; }
- /// <summary>
- /// Registry with physical memories that can be used with this GPU context, keyed by owner process ID.
- /// </summary>
- internal ConcurrentDictionary<long, PhysicalMemory> PhysicalMemoryRegistry { get; }
- /// <summary>
- /// Host hardware capabilities.
- /// </summary>
- internal Capabilities Capabilities => _caps.Value;
- /// <summary>
- /// Event for signalling shader cache loading progress.
- /// </summary>
- public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
- private readonly Lazy<Capabilities> _caps;
- /// <summary>
- /// Creates a new instance of the GPU emulation context.
- /// </summary>
- /// <param name="renderer">Host renderer</param>
- public GpuContext(IRenderer renderer)
- {
- Renderer = renderer;
- GPFifo = new GPFifoDevice(this);
- Synchronization = new SynchronizationManager();
- Window = new Window(this);
- HostInitalized = new ManualResetEvent(false);
- SyncActions = new List<Action>();
- DeferredActions = new Queue<Action>();
- PhysicalMemoryRegistry = new ConcurrentDictionary<long, PhysicalMemory>();
- _caps = new Lazy<Capabilities>(Renderer.GetCapabilities);
- }
- /// <summary>
- /// Creates a new GPU channel.
- /// </summary>
- /// <returns>The GPU channel</returns>
- public GpuChannel CreateChannel()
- {
- return new GpuChannel(this);
- }
- /// <summary>
- /// Creates a new GPU memory manager.
- /// </summary>
- /// <param name="pid">ID of the process that owns the memory manager</param>
- /// <returns>The memory manager</returns>
- /// <exception cref="ArgumentException">Thrown when <paramref name="pid"/> is invalid</exception>
- public MemoryManager CreateMemoryManager(long pid)
- {
- if (!PhysicalMemoryRegistry.TryGetValue(pid, out var physicalMemory))
- {
- throw new ArgumentException("The PID is invalid or the process was not registered", nameof(pid));
- }
- return new MemoryManager(physicalMemory);
- }
- /// <summary>
- /// Registers virtual memory used by a process for GPU memory access, caching and read/write tracking.
- /// </summary>
- /// <param name="pid">ID of the process that owns <paramref name="cpuMemory"/></param>
- /// <param name="cpuMemory">Virtual memory owned by the process</param>
- /// <exception cref="ArgumentException">Thrown if <paramref name="pid"/> was already registered</exception>
- public void RegisterProcess(long pid, Cpu.IVirtualMemoryManagerTracked cpuMemory)
- {
- var physicalMemory = new PhysicalMemory(this, cpuMemory);
- if (!PhysicalMemoryRegistry.TryAdd(pid, physicalMemory))
- {
- throw new ArgumentException("The PID was already registered", nameof(pid));
- }
- physicalMemory.ShaderCache.ShaderCacheStateChanged += ShaderCacheStateUpdate;
- }
- /// <summary>
- /// Unregisters a process, indicating that its memory will no longer be used, and that caches can be freed.
- /// </summary>
- /// <param name="pid">ID of the process</param>
- public void UnregisterProcess(long pid)
- {
- if (PhysicalMemoryRegistry.TryRemove(pid, out var physicalMemory))
- {
- physicalMemory.ShaderCache.ShaderCacheStateChanged -= ShaderCacheStateUpdate;
- physicalMemory.Dispose();
- }
- }
- /// <summary>
- /// Shader cache state update handler.
- /// </summary>
- /// <param name="state">Current state of the shader cache load process</param>
- /// <param name="current">Number of the current shader being processed</param>
- /// <param name="total">Total number of shaders to process</param>
- private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total)
- {
- ShaderCacheStateChanged?.Invoke(state, current, total);
- }
- /// <summary>
- /// Initialize the GPU shader cache.
- /// </summary>
- public void InitializeShaderCache()
- {
- HostInitalized.WaitOne();
- foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
- {
- physicalMemory.ShaderCache.Initialize();
- }
- }
- /// <summary>
- /// Advances internal sequence number.
- /// This forces the update of any modified GPU resource.
- /// </summary>
- internal void AdvanceSequence()
- {
- SequenceNumber++;
- }
- /// <summary>
- /// Registers an action to be performed the next time a syncpoint is incremented.
- /// This will also ensure a host sync object is created, and <see cref="SyncNumber"/> is incremented.
- /// </summary>
- /// <param name="action">The action to be performed on sync object creation</param>
- public void RegisterSyncAction(Action action)
- {
- SyncActions.Add(action);
- }
- /// <summary>
- /// Creates a host sync object if there are any pending sync actions. The actions will then be called.
- /// If no actions are present, a host sync object is not created.
- /// </summary>
- public void CreateHostSyncIfNeeded()
- {
- if (SyncActions.Count > 0)
- {
- Renderer.CreateSync(SyncNumber);
- SyncNumber++;
- foreach (Action action in SyncActions)
- {
- action();
- }
- SyncActions.Clear();
- }
- }
- /// <summary>
- /// Performs deferred actions.
- /// This is useful for actions that must run on the render thread, such as resource disposal.
- /// </summary>
- internal void RunDeferredActions()
- {
- while (DeferredActions.TryDequeue(out Action action))
- {
- action();
- }
- }
- /// <summary>
- /// Disposes all GPU resources currently cached.
- /// It's an error to push any GPU commands after disposal.
- /// Additionally, the GPU commands FIFO must be empty for disposal,
- /// and processing of all commands must have finished.
- /// </summary>
- public void Dispose()
- {
- Renderer.Dispose();
- GPFifo.Dispose();
- HostInitalized.Dispose();
- // Has to be disposed before processing deferred actions, as it will produce some.
- foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
- {
- physicalMemory.Dispose();
- }
- PhysicalMemoryRegistry.Clear();
- RunDeferredActions();
- }
- }
- }
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