mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-12-28 03:23:05 +00:00
53d096e392
* Report base and extra sets from the backend * Pass texture set index everywhere * Key textures using set and binding (rather than just binding) * Start using extra sets for array textures * Shader cache version bump * Separate new commands, some PR feedback * Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array * Move bind extra sets logic to new method * Should only use separate array is MaximumExtraSets is not zero * Format whitespace
335 lines
12 KiB
C#
335 lines
12 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.Translation;
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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 OpenGLRenderer : 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 readonly TextureCopy _textureCopy;
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private readonly TextureCopy _backgroundTextureCopy;
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internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy;
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internal TextureCopyIncompatible TextureCopyIncompatible { get; }
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internal TextureCopyMS TextureCopyMS { get; }
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private readonly 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 OpenGLRenderer()
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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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TextureCopyIncompatible = new TextureCopyIncompatible(this);
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TextureCopyMS = new TextureCopyMS(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 BufferHandle CreateBuffer(int size, GAL.BufferAccess access)
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{
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BufferCount++;
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var memType = access & GAL.BufferAccess.MemoryTypeMask;
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if (memType == GAL.BufferAccess.HostMemory)
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{
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BufferHandle handle = Buffer.CreatePersistent(size);
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PersistentBuffers.Map(handle, size);
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return handle;
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}
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else
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{
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return Buffer.Create(size);
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}
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}
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public BufferHandle CreateBuffer(nint pointer, int size)
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{
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throw new NotSupportedException();
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}
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public BufferHandle CreateBufferSparse(ReadOnlySpan<BufferRange> storageBuffers)
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{
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throw new NotSupportedException();
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}
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public IImageArray CreateImageArray(int size, bool isBuffer)
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{
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return new ImageArray(size);
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}
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public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
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{
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return new Program(shaders, info.FragmentOutputMap);
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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)
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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) ?? new TextureStorage(this, info).CreateDefaultView();
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}
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}
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public ITextureArray CreateTextureArray(int size, bool isBuffer)
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{
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return new TextureArray(size);
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}
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public void DeleteBuffer(BufferHandle buffer)
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{
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PersistentBuffers.Unmap(buffer);
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Buffer.Delete(buffer);
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}
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public HardwareInfo GetHardwareInfo()
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{
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return new HardwareInfo(GpuVendor, GpuRenderer, GpuVendor); // OpenGL does not provide a driver name, vendor name is closest analogue.
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}
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public PinnedSpan<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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bool intelWindows = HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows;
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bool intelUnix = HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelUnix;
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bool amdWindows = HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows;
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return new Capabilities(
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api: TargetApi.OpenGL,
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vendorName: GpuVendor,
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memoryType: SystemMemoryType.BackendManaged,
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hasFrontFacingBug: intelWindows,
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hasVectorIndexingBug: amdWindows,
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needsFragmentOutputSpecialization: false,
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reduceShaderPrecision: false,
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supportsAstcCompression: HwCapabilities.SupportsAstcCompression,
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supportsBc123Compression: HwCapabilities.SupportsTextureCompressionS3tc,
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supportsBc45Compression: HwCapabilities.SupportsTextureCompressionRgtc,
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supportsBc67Compression: true, // Should check BPTC extension, but for some reason NVIDIA is not exposing the extension.
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supportsEtc2Compression: true,
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supports3DTextureCompression: false,
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supportsBgraFormat: false,
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supportsR4G4Format: false,
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supportsR4G4B4A4Format: true,
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supportsScaledVertexFormats: true,
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supportsSnormBufferTextureFormat: false,
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supports5BitComponentFormat: true,
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supportsSparseBuffer: false,
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supportsBlendEquationAdvanced: HwCapabilities.SupportsBlendEquationAdvanced,
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supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
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supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
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supportsGeometryShader: true,
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supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
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supportsTransformFeedback: true,
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supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
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supportsLayerVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
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supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
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supportsCubemapView: true,
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supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
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supportsQuads: HwCapabilities.SupportsQuads,
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supportsSeparateSampler: false,
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supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
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supportsShaderBarrierDivergence: !(intelWindows || intelUnix),
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supportsShaderFloat64: true,
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supportsTextureGatherOffsets: true,
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supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
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supportsVertexStoreAndAtomics: true,
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supportsViewportIndexVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
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supportsViewportMask: HwCapabilities.SupportsViewportArray2,
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supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
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supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
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supportsDepthClipControl: true,
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uniformBufferSetIndex: 0,
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storageBufferSetIndex: 1,
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textureSetIndex: 2,
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imageSetIndex: 3,
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extraSetBaseIndex: 0,
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maximumExtraSets: 0,
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maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver?
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maximumStorageBuffersPerStage: 16,
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maximumTexturesPerStage: 32,
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maximumImagesPerStage: 8,
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maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
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maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
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shaderSubgroupSize: Constants.MaxSubgroupSize,
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storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment,
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textureBufferOffsetAlignment: HwCapabilities.TextureBufferOffsetAlignment,
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gatherBiasPrecision: intelWindows || amdWindows ? 8 : 0); // Precision is 8 for these vendors on Vulkan.
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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, float divisor, bool hostReserved)
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{
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return _counters.QueueReport(type, resultHandler, divisor, _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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_counters.Initialize();
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// This is required to disable [0, 1] clamping for SNorm outputs on compatibility profiles.
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// This call is expected to fail if we're running with a core profile,
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// as this clamp target was deprecated, but that's fine as a core profile
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// should already have the desired behaviour were outputs are not clamped.
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GL.ClampColor(ClampColorTarget.ClampFragmentColor, ClampColorMode.False);
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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 (_window.BackgroundContext.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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TextureCopyMS.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, bool hasFragmentShader, ShaderInfo info)
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{
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return new Program(programBinary, hasFragmentShader, info.FragmentOutputMap);
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}
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public void CreateSync(ulong id, bool strict)
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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 ulong GetCurrentSync()
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{
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return _sync.GetCurrent();
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}
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public void SetInterruptAction(Action<Action> interruptAction)
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{
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// Currently no need for an interrupt action.
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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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public bool PrepareHostMapping(nint address, ulong size)
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{
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return false;
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}
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}
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}
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