mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 10:25:47 +00:00
6e9bd4de13
* GPU: Scale counter results before addition Counter results were being scaled on ReportCounter, which meant that the _total_ value of the counter was being scaled. Not only could this result in very large numbers and weird overflows if the game doesn't clear the counter, but it also caused the result to change drastically. This PR changes scaling to be done when the value is added to the counter on the backend. This should evaluate the scale at the same time as before, on report counter, but avoiding the issue with scaling the total. Fixes scaling in Warioware, at least in the demo, where it seems to compare old/new counters and broke down when scaling was enabled. * Fix issues when result is partially uploaded. Drivers tend to write the low half first, then the high half. Retry if the high half is FFFFFFFF.
271 lines
9.8 KiB
C#
271 lines
9.8 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 TextureCopy _textureCopy;
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private 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 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)
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{
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BufferCount++;
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return Buffer.Create(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, 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(this, 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 HardwareInfo GetHardwareInfo()
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{
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return new HardwareInfo(GpuVendor, GpuRenderer);
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}
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public ReadOnlySpan<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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return new Capabilities(
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api: TargetApi.OpenGL,
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vendorName: GpuVendor,
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hasFrontFacingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
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hasVectorIndexingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.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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supportsSnormBufferTextureFormat: false,
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supports5BitComponentFormat: true,
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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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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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supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
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supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
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supportsViewportIndex: HwCapabilities.SupportsShaderViewportLayerArray,
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supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
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supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
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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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storageBufferOffsetAlignment: 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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_sync.Cleanup();
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ResourcePool.Tick();
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}
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public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
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{
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return _counters.QueueReport(type, resultHandler, _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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_pipeline.Initialize(this);
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_counters.Initialize(_pipeline);
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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 (IOpenGLContext.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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}
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}
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