5d69d9103e
* Initial implementation. Still pending better valid-overlap handling, disposed pool, compressed format flush fix. * Very messy backend resource cache. * Oops * Dispose -> Release * Improve Release/Dispose. * More rule refinement. * View compatibility levels as an enum - you can always know if a view is only copy compatible. * General cleanup. Use locking on the resource cache, as it is likely to be used by other threads in future. * Rename resource cache to resource pool. * Address some of the smaller nits. * Fix regression with MK8 lens flare Texture flushes done the old way should trigger memory tracking. * Use TextureCreateInfo as a key. It now implements IEquatable and generates a hashcode based on width/height. * Fix size change for compressed+non-compressed view combos. Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture. Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one. * Implement JD's suggestion for HashCode Combine Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com> * Address feedback * Address feedback. Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
148 lines
4.2 KiB
C#
148 lines
4.2 KiB
C#
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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internal TextureCopy TextureCopy { get; }
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internal ResourcePool ResourcePool { get; }
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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 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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ResourcePool = new ResourcePool();
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}
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public IShader CompileShader(ShaderProgram shader)
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{
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return new Shader(shader);
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}
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public BufferHandle CreateBuffer(int size)
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{
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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(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 byte[] GetBufferData(BufferHandle buffer, int offset, int size)
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{
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return Buffer.GetData(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.SupportsAstcCompression,
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HwCapabilities.SupportsImageLoadFormatted,
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HwCapabilities.SupportsNonConstantTextureOffset,
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HwCapabilities.SupportsViewportSwizzle,
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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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ResourcePool.Tick();
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}
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public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler)
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{
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return _counters.QueueReport(type, resultHandler);
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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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_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 Dispose()
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{
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TextureCopy.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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}
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}
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}
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