ryujinx/Ryujinx.Graphics.OpenGL/Renderer.cs
mageven a33dc2f491
Improved Logger (#1292)
* Logger class changes only

Now compile-time checking is possible with the help of Nullable Value
types.

* Misc formatting

* Manual optimizations

PrintGuestLog
PrintGuestStackTrace
Surfaceflinger DequeueBuffer

* Reduce SendVibrationXX log level to Debug

* Add Notice log level

This level is always enabled and used to print system info, etc...
Also, rewrite LogColor to switch expression as colors are static

* Unify unhandled exception event handlers

* Print enabled LogLevels during init

* Re-add App Exit disposes in proper order

nit: switch case spacing

* Revert PrintGuestStackTrace to Info logs due to #1407

PrintGuestStackTrace is now called in some critical error handlers
so revert to old behavior as KThread isn't part of Guest.

* Batch replace Logger statements
2020-08-04 01:32:53 +02:00

132 lines
3.8 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.OpenGL.Image;
using Ryujinx.Graphics.OpenGL.Queries;
using Ryujinx.Graphics.Shader;
using System;
namespace Ryujinx.Graphics.OpenGL
{
public sealed class Renderer : IRenderer
{
private readonly Pipeline _pipeline;
public IPipeline Pipeline => _pipeline;
private readonly Counters _counters;
private readonly Window _window;
public IWindow Window => _window;
internal TextureCopy TextureCopy { get; }
public string GpuVendor { get; private set; }
public string GpuRenderer { get; private set; }
public string GpuVersion { get; private set; }
public Renderer()
{
_pipeline = new Pipeline();
_counters = new Counters();
_window = new Window(this);
TextureCopy = new TextureCopy(this);
}
public IShader CompileShader(ShaderProgram shader)
{
return new Shader(shader);
}
public BufferHandle CreateBuffer(int size)
{
return Buffer.Create(size);
}
public IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
{
return new Program(shaders, transformFeedbackDescriptors);
}
public ISampler CreateSampler(SamplerCreateInfo info)
{
return new Sampler(info);
}
public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
{
return info.Target == Target.TextureBuffer ? new TextureBuffer(info) : new TextureStorage(this, info, scaleFactor).CreateDefaultView();
}
public void DeleteBuffer(BufferHandle buffer)
{
Buffer.Delete(buffer);
}
public byte[] GetBufferData(BufferHandle buffer, int offset, int size)
{
return Buffer.GetData(buffer, offset, size);
}
public Capabilities GetCapabilities()
{
return new Capabilities(
HwCapabilities.SupportsAstcCompression,
HwCapabilities.SupportsImageLoadFormatted,
HwCapabilities.SupportsNonConstantTextureOffset,
HwCapabilities.SupportsViewportSwizzle,
HwCapabilities.MaximumComputeSharedMemorySize,
HwCapabilities.MaximumSupportedAnisotropy,
HwCapabilities.StorageBufferOffsetAlignment);
}
public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
{
Buffer.SetData(buffer, offset, data);
}
public void UpdateCounters()
{
_counters.Update();
}
public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler)
{
return _counters.QueueReport(type, resultHandler);
}
public void Initialize(GraphicsDebugLevel glLogLevel)
{
Debugger.Initialize(glLogLevel);
PrintGpuInformation();
_counters.Initialize();
}
private void PrintGpuInformation()
{
GpuVendor = GL.GetString(StringName.Vendor);
GpuRenderer = GL.GetString(StringName.Renderer);
GpuVersion = GL.GetString(StringName.Version);
Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
}
public void ResetCounter(CounterType type)
{
_counters.QueueReset(type);
}
public void Dispose()
{
TextureCopy.Dispose();
_pipeline.Dispose();
_window.Dispose();
_counters.Dispose();
}
}
}