mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-09 08:48:44 +00:00
99445dd0a6
* Support coherent images * Add support for fragment shader interlock * Change to tree based match approach * Refactor + check for branch targets and external registers * Make detection more robust * Use Intel fragment shader ordering if interlock is not available, use nothing if both are not available * Remove unused field
228 lines
6.9 KiB
C#
228 lines
6.9 KiB
C#
using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Image;
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using Ryujinx.Graphics.OpenGL.Queries;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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public sealed class Renderer : IRenderer
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{
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private readonly Pipeline _pipeline;
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public IPipeline Pipeline => _pipeline;
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private readonly Counters _counters;
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private readonly Window _window;
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public IWindow Window => _window;
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private TextureCopy _textureCopy;
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private TextureCopy _backgroundTextureCopy;
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internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy;
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private Sync _sync;
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public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
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internal PersistentBuffers PersistentBuffers { get; }
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internal ResourcePool ResourcePool { get; }
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internal int BufferCount { get; private set; }
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public string GpuVendor { get; private set; }
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public string GpuRenderer { get; private set; }
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public string GpuVersion { get; private set; }
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public bool PreferThreading => true;
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public Renderer()
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{
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_pipeline = new Pipeline();
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_counters = new Counters();
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_window = new Window(this);
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_textureCopy = new TextureCopy(this);
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_backgroundTextureCopy = new TextureCopy(this);
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_sync = new Sync();
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PersistentBuffers = new PersistentBuffers();
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ResourcePool = new ResourcePool();
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}
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public IShader CompileShader(ShaderStage stage, string code)
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{
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return new Shader(stage, code);
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}
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public BufferHandle CreateBuffer(int size)
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{
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BufferCount++;
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return Buffer.Create(size);
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}
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public IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
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{
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return new Program(shaders, transformFeedbackDescriptors);
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}
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public ISampler CreateSampler(SamplerCreateInfo info)
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{
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return new Sampler(info);
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}
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public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
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{
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if (info.Target == Target.TextureBuffer)
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{
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return new TextureBuffer(this, info);
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}
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else
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{
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return ResourcePool.GetTextureOrNull(info, scaleFactor) ?? new TextureStorage(this, info, scaleFactor).CreateDefaultView();
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}
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}
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public void DeleteBuffer(BufferHandle buffer)
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{
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Buffer.Delete(buffer);
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}
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public ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
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{
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return Buffer.GetData(this, buffer, offset, size);
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}
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public Capabilities GetCapabilities()
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{
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return new Capabilities(
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HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
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HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows,
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HwCapabilities.SupportsAstcCompression,
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HwCapabilities.SupportsFragmentShaderInterlock,
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HwCapabilities.SupportsFragmentShaderOrdering,
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HwCapabilities.SupportsImageLoadFormatted,
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HwCapabilities.SupportsMismatchingViewFormat,
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HwCapabilities.SupportsNonConstantTextureOffset,
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HwCapabilities.SupportsShaderBallot,
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HwCapabilities.SupportsTextureShadowLod,
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HwCapabilities.SupportsViewportSwizzle,
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HwCapabilities.SupportsIndirectParameters,
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HwCapabilities.MaximumComputeSharedMemorySize,
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HwCapabilities.MaximumSupportedAnisotropy,
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HwCapabilities.StorageBufferOffsetAlignment);
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}
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public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
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{
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Buffer.SetData(buffer, offset, data);
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}
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public void UpdateCounters()
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{
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_counters.Update();
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}
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public void PreFrame()
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{
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_sync.Cleanup();
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ResourcePool.Tick();
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}
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public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
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{
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return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount, hostReserved);
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}
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public void Initialize(GraphicsDebugLevel glLogLevel)
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{
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Debugger.Initialize(glLogLevel);
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PrintGpuInformation();
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if (HwCapabilities.SupportsParallelShaderCompile)
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{
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GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
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}
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_pipeline.Initialize();
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_counters.Initialize();
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}
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private void PrintGpuInformation()
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{
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GpuVendor = GL.GetString(StringName.Vendor);
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GpuRenderer = GL.GetString(StringName.Renderer);
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GpuVersion = GL.GetString(StringName.Version);
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Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
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}
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public void ResetCounter(CounterType type)
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{
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_counters.QueueReset(type);
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}
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public void BackgroundContextAction(Action action, bool alwaysBackground = false)
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{
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// alwaysBackground is ignored, since we cannot switch from the current context.
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if (IOpenGLContext.HasContext())
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{
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action(); // We have a context already - use that (assuming it is the main one).
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}
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else
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{
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_window.BackgroundContext.Invoke(action);
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}
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}
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public void InitializeBackgroundContext(IOpenGLContext baseContext)
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{
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_window.InitializeBackgroundContext(baseContext);
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}
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public void Dispose()
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{
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_textureCopy.Dispose();
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_backgroundTextureCopy.Dispose();
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PersistentBuffers.Dispose();
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ResourcePool.Dispose();
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_pipeline.Dispose();
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_window.Dispose();
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_counters.Dispose();
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_sync.Dispose();
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}
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public IProgram LoadProgramBinary(byte[] programBinary)
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{
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return new Program(programBinary);
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}
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public void CreateSync(ulong id)
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{
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_sync.Create(id);
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}
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public void WaitSync(ulong id)
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{
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_sync.Wait(id);
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}
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public void Screenshot()
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{
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_window.ScreenCaptureRequested = true;
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}
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public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
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{
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ScreenCaptured?.Invoke(this, bitmap);
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}
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}
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}
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