f906eb06c2
* Implement a software ETC2 texture decoder * Fix output size calculation for non-2D textures * Address PR feedback
259 lines
9.2 KiB
C#
259 lines
9.2 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.Translation;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL
|
|
{
|
|
public sealed class OpenGLRenderer : IRenderer
|
|
{
|
|
private readonly Pipeline _pipeline;
|
|
|
|
public IPipeline Pipeline => _pipeline;
|
|
|
|
private readonly Counters _counters;
|
|
|
|
private readonly Window _window;
|
|
|
|
public IWindow Window => _window;
|
|
|
|
private TextureCopy _textureCopy;
|
|
private TextureCopy _backgroundTextureCopy;
|
|
internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy;
|
|
internal TextureCopyMS TextureCopyMS { get; }
|
|
|
|
private Sync _sync;
|
|
|
|
public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
|
|
|
|
internal PersistentBuffers PersistentBuffers { get; }
|
|
|
|
internal ResourcePool ResourcePool { get; }
|
|
|
|
internal int BufferCount { get; private set; }
|
|
|
|
public string GpuVendor { get; private set; }
|
|
public string GpuRenderer { get; private set; }
|
|
public string GpuVersion { get; private set; }
|
|
|
|
public bool PreferThreading => true;
|
|
|
|
public OpenGLRenderer()
|
|
{
|
|
_pipeline = new Pipeline();
|
|
_counters = new Counters();
|
|
_window = new Window(this);
|
|
_textureCopy = new TextureCopy(this);
|
|
_backgroundTextureCopy = new TextureCopy(this);
|
|
TextureCopyMS = new TextureCopyMS(this);
|
|
_sync = new Sync();
|
|
PersistentBuffers = new PersistentBuffers();
|
|
ResourcePool = new ResourcePool();
|
|
}
|
|
|
|
public BufferHandle CreateBuffer(int size)
|
|
{
|
|
BufferCount++;
|
|
|
|
return Buffer.Create(size);
|
|
}
|
|
|
|
public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
|
|
{
|
|
return new Program(shaders, info.FragmentOutputMap);
|
|
}
|
|
|
|
public ISampler CreateSampler(SamplerCreateInfo info)
|
|
{
|
|
return new Sampler(info);
|
|
}
|
|
|
|
public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
|
|
{
|
|
if (info.Target == Target.TextureBuffer)
|
|
{
|
|
return new TextureBuffer(this, info);
|
|
}
|
|
else
|
|
{
|
|
return ResourcePool.GetTextureOrNull(info, scaleFactor) ?? new TextureStorage(this, info, scaleFactor).CreateDefaultView();
|
|
}
|
|
}
|
|
|
|
public void DeleteBuffer(BufferHandle buffer)
|
|
{
|
|
Buffer.Delete(buffer);
|
|
}
|
|
|
|
public HardwareInfo GetHardwareInfo()
|
|
{
|
|
return new HardwareInfo(GpuVendor, GpuRenderer);
|
|
}
|
|
|
|
public ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
|
|
{
|
|
return Buffer.GetData(this, buffer, offset, size);
|
|
}
|
|
|
|
public Capabilities GetCapabilities()
|
|
{
|
|
return new Capabilities(
|
|
api: TargetApi.OpenGL,
|
|
vendorName: GpuVendor,
|
|
hasFrontFacingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
|
|
hasVectorIndexingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows,
|
|
supportsAstcCompression: HwCapabilities.SupportsAstcCompression,
|
|
supportsBc123Compression: HwCapabilities.SupportsTextureCompressionS3tc,
|
|
supportsBc45Compression: HwCapabilities.SupportsTextureCompressionRgtc,
|
|
supportsBc67Compression: true, // Should check BPTC extension, but for some reason NVIDIA is not exposing the extension.
|
|
supportsEtc2Compression: true,
|
|
supports3DTextureCompression: false,
|
|
supportsBgraFormat: false,
|
|
supportsR4G4Format: false,
|
|
supportsSnormBufferTextureFormat: false,
|
|
supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
|
|
supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
|
|
supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
|
|
supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
|
|
supportsLayerVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
|
|
supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
|
|
supportsCubemapView: true,
|
|
supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
|
|
supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
|
|
supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
|
|
supportsViewportIndex: HwCapabilities.SupportsShaderViewportLayerArray,
|
|
supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
|
|
supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
|
|
maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver?
|
|
maximumStorageBuffersPerStage: 16,
|
|
maximumTexturesPerStage: 32,
|
|
maximumImagesPerStage: 8,
|
|
maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
|
|
maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
|
|
storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment);
|
|
}
|
|
|
|
public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
|
|
{
|
|
Buffer.SetData(buffer, offset, data);
|
|
}
|
|
|
|
public void UpdateCounters()
|
|
{
|
|
_counters.Update();
|
|
}
|
|
|
|
public void PreFrame()
|
|
{
|
|
_sync.Cleanup();
|
|
ResourcePool.Tick();
|
|
}
|
|
|
|
public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
|
|
{
|
|
return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount, hostReserved);
|
|
}
|
|
|
|
public void Initialize(GraphicsDebugLevel glLogLevel)
|
|
{
|
|
Debugger.Initialize(glLogLevel);
|
|
|
|
PrintGpuInformation();
|
|
|
|
if (HwCapabilities.SupportsParallelShaderCompile)
|
|
{
|
|
GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
|
|
}
|
|
|
|
_pipeline.Initialize(this);
|
|
_counters.Initialize();
|
|
|
|
// This is required to disable [0, 1] clamping for SNorm outputs on compatibility profiles.
|
|
// This call is expected to fail if we're running with a core profile,
|
|
// as this clamp target was deprecated, but that's fine as a core profile
|
|
// should already have the desired behaviour were outputs are not clamped.
|
|
GL.ClampColor(ClampColorTarget.ClampFragmentColor, ClampColorMode.False);
|
|
}
|
|
|
|
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 BackgroundContextAction(Action action, bool alwaysBackground = false)
|
|
{
|
|
// alwaysBackground is ignored, since we cannot switch from the current context.
|
|
|
|
if (IOpenGLContext.HasContext())
|
|
{
|
|
action(); // We have a context already - use that (assuming it is the main one).
|
|
}
|
|
else
|
|
{
|
|
_window.BackgroundContext.Invoke(action);
|
|
}
|
|
}
|
|
|
|
public void InitializeBackgroundContext(IOpenGLContext baseContext)
|
|
{
|
|
_window.InitializeBackgroundContext(baseContext);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
_textureCopy.Dispose();
|
|
_backgroundTextureCopy.Dispose();
|
|
TextureCopyMS.Dispose();
|
|
PersistentBuffers.Dispose();
|
|
ResourcePool.Dispose();
|
|
_pipeline.Dispose();
|
|
_window.Dispose();
|
|
_counters.Dispose();
|
|
_sync.Dispose();
|
|
}
|
|
|
|
public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
|
|
{
|
|
return new Program(programBinary, hasFragmentShader, info.FragmentOutputMap);
|
|
}
|
|
|
|
public void CreateSync(ulong id)
|
|
{
|
|
_sync.Create(id);
|
|
}
|
|
|
|
public void WaitSync(ulong id)
|
|
{
|
|
_sync.Wait(id);
|
|
}
|
|
|
|
public ulong GetCurrentSync()
|
|
{
|
|
return _sync.GetCurrent();
|
|
}
|
|
|
|
public void Screenshot()
|
|
{
|
|
_window.ScreenCaptureRequested = true;
|
|
}
|
|
|
|
public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
|
|
{
|
|
ScreenCaptured?.Invoke(this, bitmap);
|
|
}
|
|
}
|
|
}
|