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Ryujinx/Ryujinx.Graphics.Gpu/Window.cs
Emmanuel Hansen deb99d2cae
Avalonia UI - Part 1 (#3270)
* avalonia part 1

* remove vulkan ui backend

* move ui common files to ui common project

* get name for oading screen from device

* rebase.

* review 1

* review 1.1

* review

* cleanup

* addressed review

* use cancellation token

* review

* review

* rebased

* cancel library loading when closing window

* remove star  image, use fonticon instead

* delete render control frame buffer when game ends. change position of fav star

* addressed @Thog review

* ensure the right ui is downloaded in updates

* fix crash when showing not supported dialog during controller request

* add prefix to artifact names

* Auto-format Avalonia project

* Fix input

* Fix build, simplify app disposal

* remove nv stutter thread

* addressed review

* add missing change

* maintain window size if new size is zero length

* add game, handheld, docked to local

* reverse scale main window

* Update de_DE.json

* Update de_DE.json

* Update de_DE.json

* Update italian json

* Update it_IT.json

* let render timer poll with no wait

* remove unused code

* more unused code

* enabled tiered compilation and trimming

* check if window event is not closed before signaling

* fix atmospher case

* locale fix

* locale fix

* remove explicit tiered compilation declarations

* Remove ) it_IT.json

* Remove ) de_DE.json

* Update it_IT.json

* Update pt_BR locale with latest strings

* Remove ')'

* add more strings to locale

* update locale

* remove extra slash

* remove extra slash

* set firmware version to 0 if key's not found

* fix

* revert timer changes

* lock  on object instead

* Update it_IT.json

* remove unused method

* add load screen text to locale

* drop swap event

* Update de_DE.json

* Update de_DE.json

* do null check when stopping emulator

* Update de_DE.json

* Create tr_TR.json

* Add tr_TR

* Add tr_TR + Turkish

* Update it_IT.json

* Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* addressed review

* Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* use avalonia's inbuilt renderer on linux

* removed whitespace

* workaround for queue render crash with vsync off

* drop custom backend

* format files

* fix not closing issue

* remove warnings

* rebase

* update avalonia library

* Reposition the Text and Button on About Page

* Assign build version

* Remove appveyor text

Co-authored-by: gdk <gab.dark.100@gmail.com>
Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com>
Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com>
Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 13:30:15 +02:00

258 lines
No EOL
9.6 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Texture;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Concurrent;
using System.Threading;
namespace Ryujinx.Graphics.Gpu
{
using Texture = Image.Texture;
/// <summary>
/// GPU image presentation window.
/// </summary>
public class Window
{
private readonly GpuContext _context;
/// <summary>
/// Texture presented on the window.
/// </summary>
private struct PresentationTexture
{
/// <summary>
/// Texture cache where the texture might be located.
/// </summary>
public TextureCache Cache { get; }
/// <summary>
/// Texture information.
/// </summary>
public TextureInfo Info { get; }
/// <summary>
/// Physical memory locations where the texture data is located.
/// </summary>
public MultiRange Range { get; }
/// <summary>
/// Texture crop region.
/// </summary>
public ImageCrop Crop { get; }
/// <summary>
/// Texture acquire callback.
/// </summary>
public Action<GpuContext, object> AcquireCallback { get; }
/// <summary>
/// Texture release callback.
/// </summary>
public Action<object> ReleaseCallback { get; }
/// <summary>
/// User defined object, passed to the various callbacks.
/// </summary>
public object UserObj { get; }
/// <summary>
/// Creates a new instance of the presentation texture.
/// </summary>
/// <param name="cache">Texture cache used to look for the texture to be presented</param>
/// <param name="info">Information of the texture to be presented</param>
/// <param name="range">Physical memory locations where the texture data is located</param>
/// <param name="crop">Texture crop region</param>
/// <param name="acquireCallback">Texture acquire callback</param>
/// <param name="releaseCallback">Texture release callback</param>
/// <param name="userObj">User defined object passed to the release callback, can be used to identify the texture</param>
public PresentationTexture(
TextureCache cache,
TextureInfo info,
MultiRange range,
ImageCrop crop,
Action<GpuContext, object> acquireCallback,
Action<object> releaseCallback,
object userObj)
{
Cache = cache;
Info = info;
Range = range;
Crop = crop;
AcquireCallback = acquireCallback;
ReleaseCallback = releaseCallback;
UserObj = userObj;
}
}
private readonly ConcurrentQueue<PresentationTexture> _frameQueue;
private int _framesAvailable;
public bool IsFrameAvailable => _framesAvailable != 0;
/// <summary>
/// Creates a new instance of the GPU presentation window.
/// </summary>
/// <param name="context">GPU emulation context</param>
public Window(GpuContext context)
{
_context = context;
_frameQueue = new ConcurrentQueue<PresentationTexture>();
}
/// <summary>
/// Enqueues a frame for presentation.
/// This method is thread safe and can be called from any thread.
/// When the texture is presented and not needed anymore, the release callback is called.
/// It's an error to modify the texture after calling this method, before the release callback is called.
/// </summary>
/// <param name="pid">Process ID of the process that owns the texture pointed to by <paramref name="address"/></param>
/// <param name="address">CPU virtual address of the texture data</param>
/// <param name="width">Texture width</param>
/// <param name="height">Texture height</param>
/// <param name="stride">Texture stride for linear texture, should be zero otherwise</param>
/// <param name="isLinear">Indicates if the texture is linear, normally false</param>
/// <param name="gobBlocksInY">GOB blocks in the Y direction, for block linear textures</param>
/// <param name="format">Texture format</param>
/// <param name="bytesPerPixel">Texture format bytes per pixel (must match the format)</param>
/// <param name="crop">Texture crop region</param>
/// <param name="acquireCallback">Texture acquire callback</param>
/// <param name="releaseCallback">Texture release callback</param>
/// <param name="userObj">User defined object passed to the release callback</param>
/// <exception cref="ArgumentException">Thrown when <paramref name="pid"/> is invalid</exception>
public void EnqueueFrameThreadSafe(
ulong pid,
ulong address,
int width,
int height,
int stride,
bool isLinear,
int gobBlocksInY,
Format format,
int bytesPerPixel,
ImageCrop crop,
Action<GpuContext, object> acquireCallback,
Action<object> releaseCallback,
object userObj)
{
if (!_context.PhysicalMemoryRegistry.TryGetValue(pid, out var physicalMemory))
{
throw new ArgumentException("The PID is invalid or the process was not registered", nameof(pid));
}
FormatInfo formatInfo = new FormatInfo(format, 1, 1, bytesPerPixel, 4);
TextureInfo info = new TextureInfo(
0UL,
width,
height,
1,
1,
1,
1,
stride,
isLinear,
gobBlocksInY,
1,
1,
Target.Texture2D,
formatInfo);
int size = SizeCalculator.GetBlockLinearTextureSize(
width,
height,
1,
1,
1,
1,
1,
bytesPerPixel,
gobBlocksInY,
1,
1).TotalSize;
MultiRange range = new MultiRange(address, (ulong)size);
_frameQueue.Enqueue(new PresentationTexture(
physicalMemory.TextureCache,
info,
range,
crop,
acquireCallback,
releaseCallback,
userObj));
}
/// <summary>
/// Presents a texture on the queue.
/// If the queue is empty, then no texture is presented.
/// </summary>
/// <param name="swapBuffersCallback">Callback method to call when a new texture should be presented on the screen</param>
public void Present(Action<object> swapBuffersCallback)
{
_context.AdvanceSequence();
if (_frameQueue.TryDequeue(out PresentationTexture pt))
{
pt.AcquireCallback(_context, pt.UserObj);
Texture texture = pt.Cache.FindOrCreateTexture(null, TextureSearchFlags.WithUpscale, pt.Info, 0, null, pt.Range);
texture.SynchronizeMemory();
ImageCrop crop = pt.Crop;
if (texture.Info.Width > pt.Info.Width || texture.Info.Height > pt.Info.Height)
{
int top = crop.Top;
int bottom = crop.Bottom;
int left = crop.Left;
int right = crop.Right;
if (top == 0 && bottom == 0)
{
bottom = Math.Min(texture.Info.Height, pt.Info.Height);
}
if (left == 0 && right == 0)
{
right = Math.Min(texture.Info.Width, pt.Info.Width);
}
crop = new ImageCrop(left, right, top, bottom, crop.FlipX, crop.FlipY, crop.IsStretched, crop.AspectRatioX, crop.AspectRatioY);
}
_context.Renderer.Window.Present(texture.HostTexture, crop, swapBuffersCallback);
pt.ReleaseCallback(pt.UserObj);
}
}
/// <summary>
/// Indicate that a frame on the queue is ready to be acquired.
/// </summary>
public void SignalFrameReady()
{
Interlocked.Increment(ref _framesAvailable);
}
/// <summary>
/// Determine if any frames are available, and decrement the available count if there are.
/// </summary>
/// <returns>True if a frame is available, false otherwise</returns>
public bool ConsumeFrameAvailable()
{
if (Interlocked.CompareExchange(ref _framesAvailable, 0, 0) != 0)
{
Interlocked.Decrement(ref _framesAvailable);
return true;
}
return false;
}
}
}