mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-11-16 01:55:27 +00:00
88a0e720cb
* Use RGBA16 vertex format if RGB16 is not supported on Vulkan * Catch all shader compilation exceptions
357 lines
13 KiB
C#
357 lines
13 KiB
C#
using Ryujinx.Common;
|
|
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
|
|
{
|
|
private const int NsToTicksFractionNumerator = 384;
|
|
private const int NsToTicksFractionDenominator = 625;
|
|
|
|
/// <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 syncpoint or barrier 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>
|
|
/// Actions to be performed when a CPU waiting syncpoint 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> SyncpointActions { 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<ulong, PhysicalMemory> PhysicalMemoryRegistry { get; }
|
|
|
|
/// <summary>
|
|
/// Host hardware capabilities.
|
|
/// </summary>
|
|
internal Capabilities Capabilities;
|
|
|
|
/// <summary>
|
|
/// Event for signalling shader cache loading progress.
|
|
/// </summary>
|
|
public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
|
|
|
|
private Thread _gpuThread;
|
|
|
|
/// <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>();
|
|
SyncpointActions = new List<Action>();
|
|
|
|
DeferredActions = new Queue<Action>();
|
|
|
|
PhysicalMemoryRegistry = new ConcurrentDictionary<ulong, PhysicalMemory>();
|
|
}
|
|
|
|
/// <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(ulong 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(ulong 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(ulong pid)
|
|
{
|
|
if (PhysicalMemoryRegistry.TryRemove(pid, out var physicalMemory))
|
|
{
|
|
physicalMemory.ShaderCache.ShaderCacheStateChanged -= ShaderCacheStateUpdate;
|
|
physicalMemory.Dispose();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts a nanoseconds timestamp value to Maxwell time ticks.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The frequency is 614400000 Hz.
|
|
/// </remarks>
|
|
/// <param name="nanoseconds">Timestamp in nanoseconds</param>
|
|
/// <returns>Maxwell ticks</returns>
|
|
private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
|
|
{
|
|
// We need to divide first to avoid overflows.
|
|
// We fix up the result later by calculating the difference and adding
|
|
// that to the result.
|
|
ulong divided = nanoseconds / NsToTicksFractionDenominator;
|
|
|
|
ulong rounded = divided * NsToTicksFractionDenominator;
|
|
|
|
ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator;
|
|
|
|
return divided * NsToTicksFractionNumerator + errorBias;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the value of the GPU timer.
|
|
/// </summary>
|
|
/// <returns>The current GPU timestamp</returns>
|
|
public ulong GetTimestamp()
|
|
{
|
|
ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds);
|
|
|
|
if (GraphicsConfig.FastGpuTime)
|
|
{
|
|
// Divide by some amount to report time as if operations were performed faster than they really are.
|
|
// This can prevent some games from switching to a lower resolution because rendering is too slow.
|
|
ticks /= 256;
|
|
}
|
|
|
|
return ticks;
|
|
}
|
|
|
|
/// <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(CancellationToken cancellationToken)
|
|
{
|
|
HostInitalized.WaitOne();
|
|
|
|
foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
|
|
{
|
|
physicalMemory.ShaderCache.Initialize(cancellationToken);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the current thread as the main GPU thread.
|
|
/// </summary>
|
|
public void SetGpuThread()
|
|
{
|
|
_gpuThread = Thread.CurrentThread;
|
|
|
|
Capabilities = Renderer.GetCapabilities();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the current thread is the GPU thread.
|
|
/// </summary>
|
|
/// <returns>True if the thread is the GPU thread, false otherwise</returns>
|
|
public bool IsGpuThread()
|
|
{
|
|
return _gpuThread == Thread.CurrentThread;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Processes the queue of shaders that must save their binaries to the disk cache.
|
|
/// </summary>
|
|
public void ProcessShaderCacheQueue()
|
|
{
|
|
foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
|
|
{
|
|
physicalMemory.ShaderCache.ProcessShaderCacheQueue();
|
|
}
|
|
}
|
|
|
|
/// <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>
|
|
/// <param name="syncpointOnly">True if the sync action should only run when syncpoints are incremented</param>
|
|
public void RegisterSyncAction(Action action, bool syncpointOnly = false)
|
|
{
|
|
if (syncpointOnly)
|
|
{
|
|
SyncpointActions.Add(action);
|
|
}
|
|
else
|
|
{
|
|
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>
|
|
/// <param name="syncpoint">True if host sync is being created by a syncpoint</param>
|
|
public void CreateHostSyncIfNeeded(bool syncpoint)
|
|
{
|
|
if (SyncActions.Count > 0 || (syncpoint && SyncpointActions.Count > 0))
|
|
{
|
|
Renderer.CreateSync(SyncNumber);
|
|
|
|
SyncNumber++;
|
|
|
|
foreach (Action action in SyncActions)
|
|
{
|
|
action();
|
|
}
|
|
|
|
foreach (Action action in SyncpointActions)
|
|
{
|
|
action();
|
|
}
|
|
|
|
SyncActions.Clear();
|
|
SyncpointActions.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();
|
|
}
|
|
}
|
|
} |