0
0
Fork 0

Small OpenGL Renderer refactoring (#177)

* Call OpenGL functions directly, remove the pfifo thread, some refactoring

* Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later)

* Organized the Gpu folder a bit more, renamed a few things, address PR feedback

* Make PerformanceStatistics thread safe

* Remove unused constant

* Use unlimited update rate for better pref
This commit is contained in:
gdkchan 2018-06-23 21:39:25 -03:00 committed by GitHub
parent 69697957e6
commit e7559f128f
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
58 changed files with 518 additions and 633 deletions

View file

@ -1,6 +1,5 @@
using ChocolArm64.Translation;
using System;
using System.Numerics;
namespace ChocolArm64.Instruction
{

View file

@ -1,7 +0,0 @@
namespace Ryujinx.Graphics.Gal
{
public static class GalConsts
{
public const string FlipUniformName = "flip";
}
}

View file

@ -0,0 +1,22 @@
namespace Ryujinx.Graphics.Gal
{
public interface IGalBlend
{
void Enable();
void Disable();
void Set(
GalBlendEquation Equation,
GalBlendFactor FuncSrc,
GalBlendFactor FuncDst);
void SetSeparate(
GalBlendEquation EquationRgb,
GalBlendEquation EquationAlpha,
GalBlendFactor FuncSrcRgb,
GalBlendFactor FuncDstRgb,
GalBlendFactor FuncSrcAlpha,
GalBlendFactor FuncDstAlpha);
}
}

View file

@ -0,0 +1,27 @@
using System;
namespace Ryujinx.Graphics.Gal
{
public interface IGalFrameBuffer
{
void Create(long Key, int Width, int Height);
void Bind(long Key);
void BindTexture(long Key, int Index);
void Set(long Key);
void Set(byte[] Data, int Width, int Height);
void SetTransform(float SX, float SY, float Rotate, float TX, float TY);
void SetWindowSize(int Width, int Height);
void SetViewport(int X, int Y, int Width, int Height);
void Render();
void GetBufferData(long Key, Action<byte[]> Callback);
}
}

View file

@ -0,0 +1,23 @@
namespace Ryujinx.Graphics.Gal
{
public interface IGalRasterizer
{
void ClearBuffers(int RtIndex, GalClearBufferFlags Flags);
bool IsVboCached(long Key, long DataSize);
bool IsIboCached(long Key, long DataSize);
void CreateVbo(long Key, byte[] Buffer);
void CreateIbo(long Key, byte[] Buffer);
void SetVertexArray(int VbIndex, int Stride, long VboKey, GalVertexAttrib[] Attribs);
void SetIndexArray(long Key, int Size, GalIndexFormat Format);
void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType);
void DrawElements(long IboKey, int First, GalPrimitiveType PrimType);
}
}

View file

@ -1,90 +1,21 @@
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal
{
public unsafe interface IGalRenderer
public interface IGalRenderer
{
void QueueAction(Action ActionMthd);
void RunActions();
void Render();
IGalBlend Blend { get; }
void SetWindowSize(int Width, int Height);
IGalFrameBuffer FrameBuffer { get; }
//Blend
void SetBlendEnable(bool Enable);
IGalRasterizer Rasterizer { get; }
void SetBlend(
GalBlendEquation Equation,
GalBlendFactor FuncSrc,
GalBlendFactor FuncDst);
IGalShader Shader { get; }
void SetBlendSeparate(
GalBlendEquation EquationRgb,
GalBlendEquation EquationAlpha,
GalBlendFactor FuncSrcRgb,
GalBlendFactor FuncDstRgb,
GalBlendFactor FuncSrcAlpha,
GalBlendFactor FuncDstAlpha);
//Frame Buffer
void CreateFrameBuffer(long Tag, int Width, int Height);
void BindFrameBuffer(long Tag);
void BindFrameBufferTexture(long Tag, int Index, GalTextureSampler Sampler);
void SetFrameBuffer(long Tag);
void SetFrameBuffer(byte[] Data, int Width, int Height);
void SetFrameBufferTransform(float SX, float SY, float Rotate, float TX, float TY);
void SetViewport(int X, int Y, int Width, int Height);
void GetFrameBufferData(long Tag, Action<byte[]> Callback);
//Rasterizer
void ClearBuffers(int RtIndex, GalClearBufferFlags Flags);
bool IsVboCached(long Tag, long DataSize);
bool IsIboCached(long Tag, long DataSize);
void CreateVbo(long Tag, byte[] Buffer);
void CreateIbo(long Tag, byte[] Buffer);
void SetVertexArray(int VbIndex, int Stride, long VboTag, GalVertexAttrib[] Attribs);
void SetIndexArray(long Tag, int Size, GalIndexFormat Format);
void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType);
void DrawElements(long IboTag, int First, GalPrimitiveType PrimType);
//Shader
void CreateShader(IGalMemory Memory, long Tag, GalShaderType Type);
IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag);
void SetConstBuffer(long Tag, int Cbuf, byte[] Data);
void SetUniform1(string UniformName, int Value);
void SetUniform2F(string UniformName, float X, float Y);
void BindShader(long Tag);
void BindProgram();
//Texture
void SetTextureAndSampler(long Tag, byte[] Data, GalTexture Texture, GalTextureSampler Sampler);
bool TryGetCachedTexture(long Tag, long DataSize, out GalTexture Texture);
void BindTexture(long Tag, int Index);
IGalTexture Texture { get; }
}
}

View file

@ -0,0 +1,21 @@
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal
{
public interface IGalShader
{
void Create(IGalMemory Memory, long Key, GalShaderType Type);
IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key);
void SetConstBuffer(long Key, int Cbuf, byte[] Data);
void EnsureTextureBinding(string UniformName, int Value);
void SetFlip(float X, float Y);
void Bind(long Key);
void BindProgram();
}
}

View file

@ -0,0 +1,13 @@
namespace Ryujinx.Graphics.Gal
{
public interface IGalTexture
{
void Create(long Key, byte[] Data, GalTexture Texture);
bool TryGetCachedTexture(long Key, long DataSize, out GalTexture Texture);
void Bind(long Key, int Index);
void SetSampler(GalTextureSampler Sampler);
}
}

View file

@ -2,7 +2,7 @@ using OpenTK.Graphics.OpenGL;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLBlend
public class OGLBlend : IGalBlend
{
public void Enable()
{

View file

@ -5,7 +5,7 @@ using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLFrameBuffer
public class OGLFrameBuffer : IGalFrameBuffer
{
private struct Rect
{
@ -76,14 +76,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
Shader = new ShaderProgram();
}
public void Create(long Tag, int Width, int Height)
public void Create(long Key, int Width, int Height)
{
//TODO: We should either use the original frame buffer size,
//or just remove the Width/Height arguments.
Width = Window.Width;
Height = Window.Height;
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
if (Fb.Width != Width ||
Fb.Height != Height)
@ -127,12 +127,12 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.Viewport(0, 0, Width, Height);
Fbs.Add(Tag, Fb);
Fbs.Add(Key, Fb);
}
public void Bind(long Tag)
public void Bind(long Key)
{
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
@ -140,9 +140,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
public void BindTexture(long Tag, int Index)
public void BindTexture(long Key, int Index)
{
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
GL.ActiveTexture(TextureUnit.Texture0 + Index);
@ -150,9 +150,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
public void Set(long Tag)
public void Set(long Key)
{
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
CurrTexHandle = Fb.TexHandle;
}
@ -185,10 +185,17 @@ namespace Ryujinx.Graphics.Gal.OpenGL
CurrTexHandle = RawFbTexHandle;
}
public void SetTransform(Matrix2 Transform, Vector2 Offs)
public void SetTransform(float SX, float SY, float Rotate, float TX, float TY)
{
EnsureInitialized();
Matrix2 Transform;
Transform = Matrix2.CreateScale(SX, SY);
Transform *= Matrix2.CreateRotation(Rotate);
Vector2 Offs = new Vector2(TX, TY);
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
GL.UseProgram(Shader.Handle);
@ -270,9 +277,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
public void GetBufferData(long Tag, Action<byte[]> Callback)
public void GetBufferData(long Key, Action<byte[]> Callback)
{
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, Fb.Handle);

View file

@ -4,7 +4,7 @@ using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLRasterizer
public class OGLRasterizer : IGalRasterizer
{
private static Dictionary<GalVertexAttribSize, int> AttribElements =
new Dictionary<GalVertexAttribSize, int>()
@ -74,8 +74,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
ClearBufferMask Mask = 0;
//OpenGL doesn't support clearing just a single color channel,
//so we can't just clear all channels...
//TODO: Use glColorMask to clear just the specified channels.
if (Flags.HasFlag(GalClearBufferFlags.ColorRed) &&
Flags.HasFlag(GalClearBufferFlags.ColorGreen) &&
Flags.HasFlag(GalClearBufferFlags.ColorBlue) &&
@ -97,45 +96,43 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.Clear(Mask);
}
public bool IsVboCached(long Tag, long DataSize)
public bool IsVboCached(long Key, long DataSize)
{
return VboCache.TryGetSize(Tag, out long Size) && Size == DataSize;
return VboCache.TryGetSize(Key, out long Size) && Size == DataSize;
}
public bool IsIboCached(long Tag, long DataSize)
public bool IsIboCached(long Key, long DataSize)
{
return IboCache.TryGetSize(Tag, out long Size) && Size == DataSize;
return IboCache.TryGetSize(Key, out long Size) && Size == DataSize;
}
public void CreateVbo(long Tag, byte[] Buffer)
public void CreateVbo(long Key, byte[] Buffer)
{
int Handle = GL.GenBuffer();
VboCache.AddOrUpdate(Tag, Handle, (uint)Buffer.Length);
VboCache.AddOrUpdate(Key, Handle, (uint)Buffer.Length);
IntPtr Length = new IntPtr(Buffer.Length);
GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
}
public void CreateIbo(long Tag, byte[] Buffer)
public void CreateIbo(long Key, byte[] Buffer)
{
int Handle = GL.GenBuffer();
IboCache.AddOrUpdate(Tag, Handle, (uint)Buffer.Length);
IboCache.AddOrUpdate(Key, Handle, (uint)Buffer.Length);
IntPtr Length = new IntPtr(Buffer.Length);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, Handle);
GL.BufferData(BufferTarget.ElementArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
}
public void SetVertexArray(int VbIndex, int Stride, long VboTag, GalVertexAttrib[] Attribs)
public void SetVertexArray(int VbIndex, int Stride, long VboKey, GalVertexAttrib[] Attribs)
{
if (!VboCache.TryGetValue(VboTag, out int VboHandle))
if (!VboCache.TryGetValue(VboKey, out int VboHandle))
{
return;
}
@ -178,11 +175,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Stride, Offset);
}
GL.BindVertexArray(0);
}
public void SetIndexArray(long Tag, int Size, GalIndexFormat Format)
public void SetIndexArray(long Key, int Size, GalIndexFormat Format)
{
IndexBuffer.Type = OGLEnumConverter.GetDrawElementsType(Format);
@ -201,9 +196,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
}
public void DrawElements(long IboTag, int First, GalPrimitiveType PrimType)
public void DrawElements(long IboKey, int First, GalPrimitiveType PrimType)
{
if (!IboCache.TryGetValue(IboTag, out int IboHandle))
if (!IboCache.TryGetValue(IboKey, out int IboHandle))
{
return;
}

View file

@ -0,0 +1,50 @@
using System;
using System.Collections.Concurrent;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OGLRenderer : IGalRenderer
{
public IGalBlend Blend { get; private set; }
public IGalFrameBuffer FrameBuffer { get; private set; }
public IGalRasterizer Rasterizer { get; private set; }
public IGalShader Shader { get; private set; }
public IGalTexture Texture { get; private set; }
private ConcurrentQueue<Action> ActionsQueue;
public OGLRenderer()
{
Blend = new OGLBlend();
FrameBuffer = new OGLFrameBuffer();
Rasterizer = new OGLRasterizer();
Shader = new OGLShader();
Texture = new OGLTexture();
ActionsQueue = new ConcurrentQueue<Action>();
}
public void QueueAction(Action ActionMthd)
{
ActionsQueue.Enqueue(ActionMthd);
}
public void RunActions()
{
int Count = ActionsQueue.Count;
while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
{
RenderAction();
}
}
}
}

View file

@ -7,7 +7,7 @@ using System.Linq;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLShader
public class OGLShader : IGalShader
{
private class ShaderStage : IDisposable
{
@ -84,9 +84,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
Programs = new Dictionary<ShaderProgram, int>();
}
public void Create(IGalMemory Memory, long Tag, GalShaderType Type)
public void Create(IGalMemory Memory, long Key, GalShaderType Type)
{
Stages.GetOrAdd(Tag, (Key) => ShaderStageFactory(Memory, Tag, Type));
Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, Type));
}
private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type)
@ -107,9 +107,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
return Decompiler.Decompile(Memory, Position + 0x50, Type);
}
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
{
if (Stages.TryGetValue(Tag, out ShaderStage Stage))
if (Stages.TryGetValue(Key, out ShaderStage Stage))
{
return Stage.TextureUsage;
}
@ -117,11 +117,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
return Enumerable.Empty<ShaderDeclInfo>();
}
public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
public void SetConstBuffer(long Key, int Cbuf, byte[] Data)
{
BindProgram();
if (Stages.TryGetValue(Tag, out ShaderStage Stage))
if (Stages.TryGetValue(Key, out ShaderStage Stage))
{
foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
{
@ -144,7 +144,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
public void SetUniform1(string UniformName, int Value)
public void EnsureTextureBinding(string UniformName, int Value)
{
BindProgram();
@ -153,18 +153,18 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.Uniform1(Location, Value);
}
public void SetUniform2F(string UniformName, float X, float Y)
public void SetFlip(float X, float Y)
{
BindProgram();
int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
int Location = GL.GetUniformLocation(CurrentProgramHandle, GlslDecl.FlipUniformName);
GL.Uniform2(Location, X, Y);
}
public void Bind(long Tag)
public void Bind(long Key)
{
if (Stages.TryGetValue(Tag, out ShaderStage Stage))
if (Stages.TryGetValue(Key, out ShaderStage Stage))
{
Bind(Stage);
}

View file

@ -4,7 +4,7 @@ using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLTexture
public class OGLTexture : IGalTexture
{
private class TCE
{
@ -31,11 +31,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.DeleteTexture(CachedTexture.Handle);
}
public void Create(long Tag, byte[] Data, GalTexture Texture)
public void Create(long Key, byte[] Data, GalTexture Texture)
{
int Handle = GL.GenTexture();
TextureCache.AddOrUpdate(Tag, new TCE(Handle, Texture), (uint)Data.Length);
TextureCache.AddOrUpdate(Key, new TCE(Handle, Texture), (uint)Data.Length);
GL.BindTexture(TextureTarget.Texture2D, Handle);
@ -146,11 +146,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
throw new ArgumentException(nameof(Format));
}
public bool TryGetCachedTexture(long Tag, long DataSize, out GalTexture Texture)
public bool TryGetCachedTexture(long Key, long DataSize, out GalTexture Texture)
{
if (TextureCache.TryGetSize(Tag, out long Size) && Size == DataSize)
if (TextureCache.TryGetSize(Key, out long Size) && Size == DataSize)
{
if (TextureCache.TryGetValue(Tag, out TCE CachedTexture))
if (TextureCache.TryGetValue(Key, out TCE CachedTexture))
{
Texture = CachedTexture.Texture;
@ -163,9 +163,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
return false;
}
public void Bind(long Tag, int Index)
public void Bind(long Key, int Index)
{
if (TextureCache.TryGetValue(Tag, out TCE CachedTexture))
if (TextureCache.TryGetValue(Key, out TCE CachedTexture))
{
GL.ActiveTexture(TextureUnit.Texture0 + Index);
@ -173,7 +173,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
public static void Set(GalTextureSampler Sampler)
public void SetSampler(GalTextureSampler Sampler)
{
int WrapS = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressU);
int WrapT = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressV);

View file

@ -1,284 +0,0 @@
using OpenTK;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OpenGLRenderer : IGalRenderer
{
private OGLBlend Blend;
private OGLFrameBuffer FrameBuffer;
private OGLRasterizer Rasterizer;
private OGLShader Shader;
private OGLTexture Texture;
private ConcurrentQueue<Action> ActionsQueue;
public OpenGLRenderer()
{
Blend = new OGLBlend();
FrameBuffer = new OGLFrameBuffer();
Rasterizer = new OGLRasterizer();
Shader = new OGLShader();
Texture = new OGLTexture();
ActionsQueue = new ConcurrentQueue<Action>();
}
public void QueueAction(Action ActionMthd)
{
ActionsQueue.Enqueue(ActionMthd);
}
public void RunActions()
{
int Count = ActionsQueue.Count;
while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
{
RenderAction();
}
}
public void Render()
{
FrameBuffer.Render();
}
public void SetWindowSize(int Width, int Height)
{
FrameBuffer.SetWindowSize(Width, Height);
}
public void SetBlendEnable(bool Enable)
{
if (Enable)
{
ActionsQueue.Enqueue(() => Blend.Enable());
}
else
{
ActionsQueue.Enqueue(() => Blend.Disable());
}
}
public void SetBlend(
GalBlendEquation Equation,
GalBlendFactor FuncSrc,
GalBlendFactor FuncDst)
{
ActionsQueue.Enqueue(() => Blend.Set(Equation, FuncSrc, FuncDst));
}
public void SetBlendSeparate(
GalBlendEquation EquationRgb,
GalBlendEquation EquationAlpha,
GalBlendFactor FuncSrcRgb,
GalBlendFactor FuncDstRgb,
GalBlendFactor FuncSrcAlpha,
GalBlendFactor FuncDstAlpha)
{
ActionsQueue.Enqueue(() =>
{
Blend.SetSeparate(
EquationRgb,
EquationAlpha,
FuncSrcRgb,
FuncDstRgb,
FuncSrcAlpha,
FuncDstAlpha);
});
}
public void CreateFrameBuffer(long Tag, int Width, int Height)
{
ActionsQueue.Enqueue(() => FrameBuffer.Create(Tag, Width, Height));
}
public void BindFrameBuffer(long Tag)
{
ActionsQueue.Enqueue(() => FrameBuffer.Bind(Tag));
}
public void BindFrameBufferTexture(long Tag, int Index, GalTextureSampler Sampler)
{
ActionsQueue.Enqueue(() =>
{
FrameBuffer.BindTexture(Tag, Index);
OGLTexture.Set(Sampler);
});
}
public void SetFrameBuffer(long Tag)
{
ActionsQueue.Enqueue(() => FrameBuffer.Set(Tag));
}
public void SetFrameBuffer(byte[] Data, int Width, int Height)
{
ActionsQueue.Enqueue(() => FrameBuffer.Set(Data, Width, Height));
}
public void SetFrameBufferTransform(float SX, float SY, float Rotate, float TX, float TY)
{
Matrix2 Transform;
Transform = Matrix2.CreateScale(SX, SY);
Transform *= Matrix2.CreateRotation(Rotate);
Vector2 Offs = new Vector2(TX, TY);
ActionsQueue.Enqueue(() => FrameBuffer.SetTransform(Transform, Offs));
}
public void SetViewport(int X, int Y, int Width, int Height)
{
ActionsQueue.Enqueue(() => FrameBuffer.SetViewport(X, Y, Width, Height));
}
public void GetFrameBufferData(long Tag, Action<byte[]> Callback)
{
ActionsQueue.Enqueue(() => FrameBuffer.GetBufferData(Tag, Callback));
}
public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
{
ActionsQueue.Enqueue(() => Rasterizer.ClearBuffers(RtIndex, Flags));
}
public bool IsVboCached(long Tag, long DataSize)
{
return Rasterizer.IsVboCached(Tag, DataSize);
}
public bool IsIboCached(long Tag, long DataSize)
{
return Rasterizer.IsIboCached(Tag, DataSize);
}
public void CreateVbo(long Tag, byte[] Buffer)
{
ActionsQueue.Enqueue(() => Rasterizer.CreateVbo(Tag, Buffer));
}
public void CreateIbo(long Tag, byte[] Buffer)
{
ActionsQueue.Enqueue(() => Rasterizer.CreateIbo(Tag, Buffer));
}
public void SetVertexArray(int VbIndex, int Stride, long VboTag, GalVertexAttrib[] Attribs)
{
if ((uint)VbIndex > 31)
{
throw new ArgumentOutOfRangeException(nameof(VbIndex));
}
if (Attribs == null)
{
throw new ArgumentNullException(nameof(Attribs));
}
ActionsQueue.Enqueue(() => Rasterizer.SetVertexArray(VbIndex, Stride, VboTag, Attribs));
}
public void SetIndexArray(long Tag, int Size, GalIndexFormat Format)
{
ActionsQueue.Enqueue(() => Rasterizer.SetIndexArray(Tag, Size, Format));
}
public void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType)
{
ActionsQueue.Enqueue(() => Rasterizer.DrawArrays(First, PrimCount, PrimType));
}
public void DrawElements(long IboTag, int First, GalPrimitiveType PrimType)
{
ActionsQueue.Enqueue(() => Rasterizer.DrawElements(IboTag, First, PrimType));
}
public void CreateShader(IGalMemory Memory, long Tag, GalShaderType Type)
{
if (Memory == null)
{
throw new ArgumentNullException(nameof(Memory));
}
Shader.Create(Memory, Tag, Type);
}
public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
{
if (Data == null)
{
throw new ArgumentNullException(nameof(Data));
}
ActionsQueue.Enqueue(() => Shader.SetConstBuffer(Tag, Cbuf, Data));
}
public void SetUniform1(string UniformName, int Value)
{
if (UniformName == null)
{
throw new ArgumentNullException(nameof(UniformName));
}
ActionsQueue.Enqueue(() => Shader.SetUniform1(UniformName, Value));
}
public void SetUniform2F(string UniformName, float X, float Y)
{
if (UniformName == null)
{
throw new ArgumentNullException(nameof(UniformName));
}
ActionsQueue.Enqueue(() => Shader.SetUniform2F(UniformName, X, Y));
}
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
{
return Shader.GetTextureUsage(Tag);
}
public void BindShader(long Tag)
{
ActionsQueue.Enqueue(() => Shader.Bind(Tag));
}
public void BindProgram()
{
ActionsQueue.Enqueue(() => Shader.BindProgram());
}
public void SetTextureAndSampler(long Tag, byte[] Data, GalTexture Texture, GalTextureSampler Sampler)
{
ActionsQueue.Enqueue(() =>
{
this.Texture.Create(Tag, Data, Texture);
OGLTexture.Set(Sampler);
});
}
public bool TryGetCachedTexture(long Tag, long DataSize, out GalTexture Texture)
{
return this.Texture.TryGetCachedTexture(Tag, DataSize, out Texture);
}
public void BindTexture(long Tag, int Index)
{
ActionsQueue.Enqueue(() => Texture.Bind(Tag, Index));
}
}
}

View file

@ -26,6 +26,8 @@ namespace Ryujinx.Graphics.Gal.Shader
public const string FragmentOutputName = "FragColor";
public const string FlipUniformName = "flip";
private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
private string StagePrefix;

View file

@ -140,7 +140,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{
if (Decl.ShaderType == GalShaderType.Vertex)
{
SB.AppendLine("uniform vec2 " + GalConsts.FlipUniformName + ";");
SB.AppendLine("uniform vec2 " + GlslDecl.FlipUniformName + ";");
}
foreach (ShaderDeclInfo DeclInfo in Decl.Uniforms.Values.OrderBy(DeclKeySelector))

View file

@ -1,4 +1,6 @@
namespace Ryujinx.HLE.Gpu
using Ryujinx.HLE.Gpu.Memory;
namespace Ryujinx.HLE.Gpu.Engines
{
interface INvGpuEngine
{

View file

@ -1,10 +1,16 @@
using Ryujinx.HLE.Gpu.Exceptions;
using Ryujinx.HLE.Gpu.Memory;
using System;
using System.Collections.Generic;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Engines
{
class MacroInterpreter
{
private const int MaxCallCountPerRun = 500;
private int CallCount;
private enum AssignmentOperation
{
IgnoreAndFetch = 0,
@ -96,6 +102,8 @@ namespace Ryujinx.HLE.Gpu
MethIncr = 0;
Carry = false;
CallCount = 0;
}
private bool Step(NvGpuVmm Vmm, int[] Mme)
@ -407,6 +415,15 @@ namespace Ryujinx.HLE.Gpu
private void Send(NvGpuVmm Vmm, int Value)
{
//This is an artificial limit that prevents excessive calls
//to VertexEndGl since that triggers rendering, and in the
//case that something is bugged and causes an absurd amount of
//draw calls, this prevents the system from freezing (and throws instead).
if (MethAddr == 0x585 && ++CallCount > MaxCallCountPerRun)
{
GpuExceptionHelper.ThrowCallCoundExceeded();
}
NvGpuPBEntry PBEntry = new NvGpuPBEntry(MethAddr, 0, Value);
Engine.CallMethod(Vmm, PBEntry);

View file

@ -1,4 +1,4 @@
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Engines
{
enum NvGpuEngine
{

View file

@ -1,7 +1,9 @@
using Ryujinx.Graphics.Gal;
using Ryujinx.HLE.Gpu.Memory;
using Ryujinx.HLE.Gpu.Texture;
using System.Collections.Generic;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Engines
{
class NvGpuEngine2d : INvGpuEngine
{
@ -75,19 +77,19 @@ namespace Ryujinx.HLE.Gpu
int DstBlockHeight = 1 << ((DstBlkDim >> 4) & 0xf);
long Tag = Vmm.GetPhysicalAddress(MakeInt64From2xInt32(NvGpuEngine2dReg.SrcAddress));
long Key = Vmm.GetPhysicalAddress(MakeInt64From2xInt32(NvGpuEngine2dReg.SrcAddress));
long SrcAddress = MakeInt64From2xInt32(NvGpuEngine2dReg.SrcAddress);
long DstAddress = MakeInt64From2xInt32(NvGpuEngine2dReg.DstAddress);
bool IsFbTexture = Gpu.Engine3d.IsFrameBufferPosition(Tag);
bool IsFbTexture = Gpu.Engine3d.IsFrameBufferPosition(Key);
if (IsFbTexture && DstLinear)
{
DstSwizzle = TextureSwizzle.BlockLinear;
}
Texture DstTexture = new Texture(
TextureInfo DstTexture = new TextureInfo(
DstAddress,
DstWidth,
DstHeight,
@ -103,7 +105,7 @@ namespace Ryujinx.HLE.Gpu
SrcWidth = 1280;
SrcHeight = 720;
Gpu.Renderer.GetFrameBufferData(Tag, (byte[] Buffer) =>
Gpu.Renderer.FrameBuffer.GetBufferData(Key, (byte[] Buffer) =>
{
CopyTexture(
Vmm,
@ -130,7 +132,7 @@ namespace Ryujinx.HLE.Gpu
private void CopyTexture(
NvGpuVmm Vmm,
Texture Texture,
TextureInfo Texture,
byte[] Buffer,
int Width,
int Height)

View file

@ -1,4 +1,4 @@
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Engines
{
enum NvGpuEngine2dReg
{

View file

@ -1,8 +1,10 @@
using Ryujinx.Graphics.Gal;
using Ryujinx.HLE.Gpu.Memory;
using Ryujinx.HLE.Gpu.Texture;
using System;
using System.Collections.Generic;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Engines
{
class NvGpuEngine3d : INvGpuEngine
{
@ -73,13 +75,13 @@ namespace Ryujinx.HLE.Gpu
{
SetFrameBuffer(Vmm, 0);
long[] Tags = UploadShaders(Vmm);
long[] Keys = UploadShaders(Vmm);
Gpu.Renderer.BindProgram();
Gpu.Renderer.Shader.BindProgram();
SetAlphaBlending();
UploadTextures(Vmm, Tags);
UploadTextures(Vmm, Keys);
UploadUniforms(Vmm);
UploadVertexArrays(Vmm);
}
@ -113,13 +115,13 @@ namespace Ryujinx.HLE.Gpu
//Note: Using the Width/Height results seems to give incorrect results.
//Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely.
Gpu.Renderer.CreateFrameBuffer(PA, 1280, 720);
Gpu.Renderer.BindFrameBuffer(PA);
Gpu.Renderer.FrameBuffer.Create(PA, 1280, 720);
Gpu.Renderer.FrameBuffer.Bind(PA);
}
private long[] UploadShaders(NvGpuVmm Vmm)
{
long[] Tags = new long[5];
long[] Keys = new long[5];
long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
@ -136,14 +138,14 @@ namespace Ryujinx.HLE.Gpu
continue;
}
long Tag = BasePosition + (uint)Offset;
long Key = BasePosition + (uint)Offset;
GalShaderType ShaderType = GetTypeFromProgram(Index);
Tags[(int)ShaderType] = Tag;
Keys[(int)ShaderType] = Key;
Gpu.Renderer.CreateShader(Vmm, Tag, ShaderType);
Gpu.Renderer.BindShader(Tag);
Gpu.Renderer.Shader.Create(Vmm, Key, ShaderType);
Gpu.Renderer.Shader.Bind(Key);
}
int RawSX = ReadRegister(NvGpuEngine3dReg.ViewportScaleX);
@ -155,9 +157,9 @@ namespace Ryujinx.HLE.Gpu
float SignX = MathF.Sign(SX);
float SignY = MathF.Sign(SY);
Gpu.Renderer.SetUniform2F(GalConsts.FlipUniformName, SignX, SignY);
Gpu.Renderer.Shader.SetFlip(SignX, SignY);
return Tags;
return Keys;
}
private static GalShaderType GetTypeFromProgram(int Program)
@ -180,7 +182,14 @@ namespace Ryujinx.HLE.Gpu
//TODO: Support independent blend properly.
bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
Gpu.Renderer.SetBlendEnable(Enable);
if (Enable)
{
Gpu.Renderer.Blend.Enable();
}
else
{
Gpu.Renderer.Blend.Disable();
}
if (!Enable)
{
@ -203,7 +212,7 @@ namespace Ryujinx.HLE.Gpu
GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
Gpu.Renderer.SetBlendSeparate(
Gpu.Renderer.Blend.SetSeparate(
EquationRgb,
EquationAlpha,
FuncSrcRgb,
@ -213,11 +222,11 @@ namespace Ryujinx.HLE.Gpu
}
else
{
Gpu.Renderer.SetBlend(EquationRgb, FuncSrcRgb, FuncDstRgb);
Gpu.Renderer.Blend.Set(EquationRgb, FuncSrcRgb, FuncDstRgb);
}
}
private void UploadTextures(NvGpuVmm Vmm, long[] Tags)
private void UploadTextures(NvGpuVmm Vmm, long[] Keys)
{
long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
@ -227,15 +236,15 @@ namespace Ryujinx.HLE.Gpu
//reserved for drawing the frame buffer.
int TexIndex = 1;
for (int Index = 0; Index < Tags.Length; Index++)
for (int Index = 0; Index < Keys.Length; Index++)
{
foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.GetTextureUsage(Tags[Index]))
foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetTextureUsage(Keys[Index]))
{
long Position = ConstBuffers[Index][TextureCbIndex].Position;
UploadTexture(Vmm, Position, TexIndex, DeclInfo.Index);
Gpu.Renderer.SetUniform1(DeclInfo.Name, TexIndex);
Gpu.Renderer.Shader.EnsureTextureBinding(DeclInfo.Name, TexIndex);
TexIndex++;
}
@ -270,7 +279,7 @@ namespace Ryujinx.HLE.Gpu
long TextureAddress = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;
long Tag = TextureAddress;
long Key = TextureAddress;
TextureAddress = Vmm.GetPhysicalAddress(TextureAddress);
@ -280,7 +289,7 @@ namespace Ryujinx.HLE.Gpu
//we shouldn't read anything from memory and bind
//the frame buffer texture instead, since we're not
//really writing anything to memory.
Gpu.Renderer.BindFrameBufferTexture(TextureAddress, TexIndex, Sampler);
Gpu.Renderer.FrameBuffer.BindTexture(TextureAddress, TexIndex);
}
else
{
@ -288,22 +297,29 @@ namespace Ryujinx.HLE.Gpu
long Size = (uint)TextureHelper.GetTextureSize(NewTexture);
if (Gpu.Renderer.TryGetCachedTexture(Tag, Size, out GalTexture Texture))
{
if (NewTexture.Equals(Texture) && !Vmm.IsRegionModified(Tag, Size, NvGpuBufferType.Texture))
{
Gpu.Renderer.BindTexture(Tag, TexIndex);
bool HasCachedTexture = false;
return;
if (Gpu.Renderer.Texture.TryGetCachedTexture(Key, Size, out GalTexture Texture))
{
if (NewTexture.Equals(Texture) && !Vmm.IsRegionModified(Key, Size, NvGpuBufferType.Texture))
{
Gpu.Renderer.Texture.Bind(Key, TexIndex);
HasCachedTexture = true;
}
}
if (!HasCachedTexture)
{
byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);
Gpu.Renderer.SetTextureAndSampler(Tag, Data, NewTexture, Sampler);
Gpu.Renderer.BindTexture(Tag, TexIndex);
Gpu.Renderer.Texture.Create(Key, Data, NewTexture);
}
Gpu.Renderer.Texture.Bind(Key, TexIndex);
}
Gpu.Renderer.Texture.SetSampler(Sampler);
}
private void UploadUniforms(NvGpuVmm Vmm)
@ -331,7 +347,7 @@ namespace Ryujinx.HLE.Gpu
{
byte[] Data = Vmm.ReadBytes(Cb.Position, (uint)Cb.Size);
Gpu.Renderer.SetConstBuffer(BasePosition + (uint)Offset, Cbuf, Data);
Gpu.Renderer.Shader.SetConstBuffer(BasePosition + (uint)Offset, Cbuf, Data);
}
}
}
@ -341,33 +357,33 @@ namespace Ryujinx.HLE.Gpu
{
long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
int IndexSize = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
GalIndexFormat IndexFormat = (GalIndexFormat)IndexSize;
GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;
IndexSize = 1 << IndexSize;
int IndexEntrySize = 1 << IndexEntryFmt;
if (IndexSize > 4)
if (IndexEntrySize > 4)
{
throw new InvalidOperationException();
}
if (IndexCount != 0)
{
int IbSize = IndexCount * IndexSize;
int IbSize = IndexCount * IndexEntrySize;
bool IboCached = Gpu.Renderer.IsIboCached(IndexPosition, (uint)IbSize);
bool IboCached = Gpu.Renderer.Rasterizer.IsIboCached(IndexPosition, (uint)IbSize);
if (!IboCached || Vmm.IsRegionModified(IndexPosition, (uint)IbSize, NvGpuBufferType.Index))
{
byte[] Data = Vmm.ReadBytes(IndexPosition, (uint)IbSize);
Gpu.Renderer.CreateIbo(IndexPosition, Data);
Gpu.Renderer.Rasterizer.CreateIbo(IndexPosition, Data);
}
Gpu.Renderer.SetIndexArray(IndexPosition, IbSize, IndexFormat);
Gpu.Renderer.Rasterizer.SetIndexArray(IndexPosition, IbSize, IndexFormat);
}
List<GalVertexAttrib>[] Attribs = new List<GalVertexAttrib>[32];
@ -429,27 +445,27 @@ namespace Ryujinx.HLE.Gpu
VbSize = VertexCount * Stride;
}
bool VboCached = Gpu.Renderer.IsVboCached(VertexPosition, VbSize);
bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VertexPosition, VbSize);
if (!VboCached || Vmm.IsRegionModified(VertexPosition, VbSize, NvGpuBufferType.Vertex))
{
byte[] Data = Vmm.ReadBytes(VertexPosition, VbSize);
Gpu.Renderer.CreateVbo(VertexPosition, Data);
Gpu.Renderer.Rasterizer.CreateVbo(VertexPosition, Data);
}
Gpu.Renderer.SetVertexArray(Index, Stride, VertexPosition, Attribs[Index].ToArray());
Gpu.Renderer.Rasterizer.SetVertexArray(Index, Stride, VertexPosition, Attribs[Index].ToArray());
}
GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
if (IndexCount != 0)
{
Gpu.Renderer.DrawElements(IndexPosition, IndexFirst, PrimType);
Gpu.Renderer.Rasterizer.DrawElements(IndexPosition, IndexFirst, PrimType);
}
else
{
Gpu.Renderer.DrawArrays(VertexFirst, VertexCount, PrimType);
Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
}
}

View file

@ -1,4 +1,4 @@
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Engines
{
enum NvGpuEngine3dReg
{

View file

@ -1,6 +1,8 @@
using Ryujinx.HLE.Gpu.Memory;
using Ryujinx.HLE.Gpu.Texture;
using System.Collections.Generic;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Engines
{
class NvGpuEngineDma : INvGpuEngine
{

View file

@ -1,4 +1,4 @@
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Engines
{
enum NvGpuEngineDmaReg
{

View file

@ -1,6 +1,7 @@
using Ryujinx.HLE.Gpu.Memory;
using System.Collections.Concurrent;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Engines
{
class NvGpuFifo
{

View file

@ -1,4 +1,4 @@
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Engines
{
enum NvGpuFifoMeth
{

View file

@ -1,4 +1,6 @@
namespace Ryujinx.HLE.Gpu
using Ryujinx.HLE.Gpu.Memory;
namespace Ryujinx.HLE.Gpu.Engines
{
delegate void NvGpuMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry);
}

View file

@ -0,0 +1,11 @@
using System;
namespace Ryujinx.HLE.Gpu.Exceptions
{
class GpuException : Exception
{
public GpuException() : base() { }
public GpuException(string ExMsg) : base(ExMsg) { }
}
}

View file

@ -0,0 +1,12 @@
namespace Ryujinx.HLE.Gpu.Exceptions
{
static class GpuExceptionHelper
{
private const string CallCountExceeded = "Method call count exceeded the limit allowed per run!";
public static void ThrowCallCoundExceeded()
{
throw new GpuException(CallCountExceeded);
}
}
}

View file

@ -1,4 +1,4 @@
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Memory
{
enum NvGpuBufferType
{

View file

@ -1,7 +1,7 @@
using System;
using System.Collections.ObjectModel;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Memory
{
struct NvGpuPBEntry
{

View file

@ -1,7 +1,7 @@
using System.Collections.Generic;
using System.IO;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Memory
{
static class NvGpuPushBuffer
{

View file

@ -2,7 +2,7 @@ using ChocolArm64.Memory;
using Ryujinx.Graphics.Gal;
using System.Collections.Concurrent;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Memory
{
class NvGpuVmm : IAMemory, IGalMemory
{

View file

@ -2,7 +2,7 @@ using ChocolArm64.Memory;
using System;
using System.Collections.Generic;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Memory
{
class NvGpuVmmCache
{

View file

@ -1,5 +1,5 @@
using Ryujinx.Graphics.Gal;
using System.Threading;
using Ryujinx.HLE.Gpu.Engines;
namespace Ryujinx.HLE.Gpu
{
@ -13,10 +13,6 @@ namespace Ryujinx.HLE.Gpu
public NvGpuEngine3d Engine3d { get; private set; }
public NvGpuEngineDma EngineDma { get; private set; }
private Thread FifoProcessing;
private bool KeepRunning;
public NvGpu(IGalRenderer Renderer)
{
this.Renderer = Renderer;
@ -26,22 +22,6 @@ namespace Ryujinx.HLE.Gpu
Engine2d = new NvGpuEngine2d(this);
Engine3d = new NvGpuEngine3d(this);
EngineDma = new NvGpuEngineDma(this);
KeepRunning = true;
FifoProcessing = new Thread(ProcessFifo);
FifoProcessing.Start();
}
private void ProcessFifo()
{
while (KeepRunning)
{
Fifo.DispatchCalls();
Thread.Yield();
}
}
}
}

View file

@ -1,6 +1,6 @@
using System;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Texture
{
class BlockLinearSwizzle : ISwizzle
{

View file

@ -1,4 +1,4 @@
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Texture
{
interface ISwizzle
{

View file

@ -1,4 +1,4 @@
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Texture
{
class LinearSwizzle : ISwizzle
{

View file

@ -1,7 +1,8 @@
using Ryujinx.Graphics.Gal;
using Ryujinx.HLE.Gpu.Memory;
using System;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Texture
{
static class TextureFactory
{
@ -61,7 +62,7 @@ namespace Ryujinx.HLE.Gpu
int Width = (Tic[4] & 0xffff) + 1;
int Height = (Tic[5] & 0xffff) + 1;
Texture Texture = new Texture(
TextureInfo Texture = new TextureInfo(
TextureAddress,
Width,
Height,

View file

@ -1,12 +1,13 @@
using ChocolArm64.Memory;
using Ryujinx.Graphics.Gal;
using Ryujinx.HLE.Gpu.Memory;
using System;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Texture
{
static class TextureHelper
{
public static ISwizzle GetSwizzle(Texture Texture, int Width, int Bpp)
public static ISwizzle GetSwizzle(TextureInfo Texture, int Width, int Bpp)
{
switch (Texture.Swizzle)
{

View file

@ -1,8 +1,8 @@
using Ryujinx.Graphics.Gal;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Texture
{
struct Texture
struct TextureInfo
{
public long Position { get; private set; }
@ -16,7 +16,7 @@ namespace Ryujinx.HLE.Gpu
public GalTextureFormat Format { get; private set; }
public Texture(
public TextureInfo(
long Position,
int Width,
int Height)
@ -34,7 +34,7 @@ namespace Ryujinx.HLE.Gpu
Format = GalTextureFormat.A8B8G8R8;
}
public Texture(
public TextureInfo(
long Position,
int Width,
int Height,

View file

@ -2,11 +2,11 @@ using ChocolArm64.Memory;
using Ryujinx.Graphics.Gal;
using System;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Texture
{
static class TextureReader
{
public static byte[] Read(IAMemory Memory, Texture Texture)
public static byte[] Read(IAMemory Memory, TextureInfo Texture)
{
switch (Texture.Format)
{
@ -31,7 +31,7 @@ namespace Ryujinx.HLE.Gpu
throw new NotImplementedException(Texture.Format.ToString());
}
private unsafe static byte[] Read1Bpp(IAMemory Memory, Texture Texture)
private unsafe static byte[] Read1Bpp(IAMemory Memory, TextureInfo Texture)
{
int Width = Texture.Width;
int Height = Texture.Height;
@ -64,7 +64,7 @@ namespace Ryujinx.HLE.Gpu
return Output;
}
private unsafe static byte[] Read5551(IAMemory Memory, Texture Texture)
private unsafe static byte[] Read5551(IAMemory Memory, TextureInfo Texture)
{
int Width = Texture.Width;
int Height = Texture.Height;
@ -102,7 +102,7 @@ namespace Ryujinx.HLE.Gpu
return Output;
}
private unsafe static byte[] Read565(IAMemory Memory, Texture Texture)
private unsafe static byte[] Read565(IAMemory Memory, TextureInfo Texture)
{
int Width = Texture.Width;
int Height = Texture.Height;
@ -139,7 +139,7 @@ namespace Ryujinx.HLE.Gpu
return Output;
}
private unsafe static byte[] Read2Bpp(IAMemory Memory, Texture Texture)
private unsafe static byte[] Read2Bpp(IAMemory Memory, TextureInfo Texture)
{
int Width = Texture.Width;
int Height = Texture.Height;
@ -172,7 +172,7 @@ namespace Ryujinx.HLE.Gpu
return Output;
}
private unsafe static byte[] Read4Bpp(IAMemory Memory, Texture Texture)
private unsafe static byte[] Read4Bpp(IAMemory Memory, TextureInfo Texture)
{
int Width = Texture.Width;
int Height = Texture.Height;
@ -205,7 +205,7 @@ namespace Ryujinx.HLE.Gpu
return Output;
}
private unsafe static byte[] Read8Bpp(IAMemory Memory, Texture Texture)
private unsafe static byte[] Read8Bpp(IAMemory Memory, TextureInfo Texture)
{
int Width = Texture.Width;
int Height = Texture.Height;
@ -238,7 +238,7 @@ namespace Ryujinx.HLE.Gpu
return Output;
}
private unsafe static byte[] Read16Bpp(IAMemory Memory, Texture Texture)
private unsafe static byte[] Read16Bpp(IAMemory Memory, TextureInfo Texture)
{
int Width = Texture.Width;
int Height = Texture.Height;
@ -273,7 +273,7 @@ namespace Ryujinx.HLE.Gpu
return Output;
}
private unsafe static byte[] Read8Bpt4x4(IAMemory Memory, Texture Texture)
private unsafe static byte[] Read8Bpt4x4(IAMemory Memory, TextureInfo Texture)
{
int Width = (Texture.Width + 3) / 4;
int Height = (Texture.Height + 3) / 4;
@ -306,7 +306,7 @@ namespace Ryujinx.HLE.Gpu
return Output;
}
private unsafe static byte[] Read16Bpt4x4(IAMemory Memory, Texture Texture)
private unsafe static byte[] Read16Bpt4x4(IAMemory Memory, TextureInfo Texture)
{
int Width = (Texture.Width + 3) / 4;
int Height = (Texture.Height + 3) / 4;

View file

@ -1,4 +1,4 @@
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Texture
{
enum TextureSwizzle
{

View file

@ -2,13 +2,13 @@ using ChocolArm64.Memory;
using Ryujinx.Graphics.Gal;
using System;
namespace Ryujinx.HLE.Gpu
namespace Ryujinx.HLE.Gpu.Texture
{
static class TextureWriter
{
public static void Write(
IAMemory Memory,
Texture Texture,
TextureInfo Texture,
byte[] Data,
int Width,
int Height)
@ -23,7 +23,7 @@ namespace Ryujinx.HLE.Gpu
private unsafe static void Write4Bpp(
IAMemory Memory,
Texture Texture,
TextureInfo Texture,
byte[] Data,
int Width,
int Height)

View file

@ -1,4 +1,3 @@
using Ryujinx.HLE.OsHle.Utilities;
using System;
using System.IO;

View file

@ -1,4 +1,3 @@
using Ryujinx.HLE.OsHle.Utilities;
using System;
using System.IO;

View file

@ -1,6 +1,4 @@
using Ryujinx.HLE.OsHle.Utilities;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;

View file

@ -1,5 +1,4 @@
using System;
using System.Collections.Generic;
using System.Collections.Generic;
using System.IO;
using System.Text;

View file

@ -1,5 +1,5 @@
using ChocolArm64.Memory;
using Ryujinx.HLE.Gpu;
using Ryujinx.HLE.Gpu.Memory;
using Ryujinx.HLE.Logging;
using Ryujinx.HLE.OsHle.Services.Nv.NvMap;
using System;

View file

@ -1,5 +1,5 @@
using ChocolArm64.Memory;
using Ryujinx.HLE.Gpu;
using Ryujinx.HLE.Gpu.Memory;
using Ryujinx.HLE.Logging;
using Ryujinx.HLE.OsHle.Services.Nv.NvGpuAS;
using System;

View file

@ -1,5 +1,5 @@
using ChocolArm64.Memory;
using Ryujinx.HLE.Gpu;
using Ryujinx.HLE.Gpu.Memory;
using Ryujinx.HLE.Logging;
using Ryujinx.HLE.OsHle.Utilities;
using System.Collections.Concurrent;

View file

@ -1,5 +1,5 @@
using Ryujinx.Graphics.Gal;
using Ryujinx.HLE.Gpu;
using Ryujinx.HLE.Gpu.Texture;
using Ryujinx.HLE.Logging;
using Ryujinx.HLE.OsHle.Handles;
using Ryujinx.HLE.OsHle.Services.Nv.NvMap;
@ -8,6 +8,7 @@ using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Threading;
using static Ryujinx.HLE.OsHle.Services.Android.Parcel;
namespace Ryujinx.HLE.OsHle.Services.Android
@ -339,7 +340,7 @@ namespace Ryujinx.HLE.OsHle.Services.Android
Rotate = -MathF.PI * 0.5f;
}
Renderer.SetFrameBufferTransform(ScaleX, ScaleY, Rotate, OffsX, OffsY);
Renderer.QueueAction(() => Renderer.FrameBuffer.SetTransform(ScaleX, ScaleY, Rotate, OffsX, OffsY));
//TODO: Support double buffering here aswell, it is broken for GPU
//frame buffers because it seems to be completely out of sync.
@ -347,17 +348,17 @@ namespace Ryujinx.HLE.OsHle.Services.Android
{
//Frame buffer is rendered to by the GPU, we can just
//bind the frame buffer texture, it's not necessary to read anything.
Renderer.SetFrameBuffer(FbAddr);
Renderer.QueueAction(() => Renderer.FrameBuffer.Set(FbAddr));
}
else
{
//Frame buffer is not set on the GPU registers, in this case
//assume that the app is manually writing to it.
Texture Texture = new Texture(FbAddr, FbWidth, FbHeight);
TextureInfo Texture = new TextureInfo(FbAddr, FbWidth, FbHeight);
byte[] Data = TextureReader.Read(Context.Memory, Texture);
Renderer.SetFrameBuffer(Data, FbWidth, FbHeight);
Renderer.QueueAction(() => Renderer.FrameBuffer.Set(Data, FbWidth, FbHeight));
}
Context.Ns.Gpu.Renderer.QueueAction(() => ReleaseBuffer(Slot));

View file

@ -1,84 +1,119 @@
using System.Diagnostics;
using System.Timers;
namespace Ryujinx.HLE
{
public class PerformanceStatistics
{
Stopwatch ExecutionTime = new Stopwatch();
Timer ResetTimer = new Timer(1000);
private const double FrameRateWeight = 0.5;
long CurrentGameFrameEnded;
long CurrentSystemFrameEnded;
long CurrentSystemFrameStart;
long LastGameFrameEnded;
long LastSystemFrameEnded;
private const int FrameTypeSystem = 0;
private const int FrameTypeGame = 1;
double AccumulatedGameFrameTime;
double AccumulatedSystemFrameTime;
double CurrentGameFrameTime;
double CurrentSystemFrameTime;
double PreviousGameFrameTime;
double PreviousSystemFrameTime;
public double GameFrameRate { get; private set; }
public double SystemFrameRate { get; private set; }
public long SystemFramesRendered;
public long GameFramesRendered;
public long ElapsedMilliseconds => ExecutionTime.ElapsedMilliseconds;
public long ElapsedMicroseconds => (long)
(((double)ExecutionTime.ElapsedTicks / Stopwatch.Frequency) * 1000000);
public long ElapsedNanoseconds => (long)
(((double)ExecutionTime.ElapsedTicks / Stopwatch.Frequency) * 1000000000);
private double[] AverageFrameRate;
private double[] AccumulatedFrameTime;
private double[] PreviousFrameTime;
private long[] FramesRendered;
private object[] FrameLock;
private double TicksToSeconds;
private Stopwatch ExecutionTime;
private Timer ResetTimer;
public PerformanceStatistics()
{
AverageFrameRate = new double[2];
AccumulatedFrameTime = new double[2];
PreviousFrameTime = new double[2];
FramesRendered = new long[2];
FrameLock = new object[] { new object(), new object() };
ExecutionTime = new Stopwatch();
ExecutionTime.Start();
ResetTimer = new Timer(1000);
ResetTimer.Elapsed += ResetTimerElapsed;
ResetTimer.AutoReset = true;
ResetTimer.Start();
TicksToSeconds = 1.0 / Stopwatch.Frequency;
}
private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
{
ResetStatistics();
CalculateAverageFrameRate(FrameTypeSystem);
CalculateAverageFrameRate(FrameTypeGame);
}
public void StartSystemFrame()
private void CalculateAverageFrameRate(int FrameType)
{
PreviousSystemFrameTime = CurrentSystemFrameTime;
LastSystemFrameEnded = CurrentSystemFrameEnded;
CurrentSystemFrameStart = ElapsedMicroseconds;
double FrameRate = 0;
if (AccumulatedFrameTime[FrameType] > 0)
{
FrameRate = FramesRendered[FrameType] / AccumulatedFrameTime[FrameType];
}
public void EndSystemFrame()
lock (FrameLock[FrameType])
{
CurrentSystemFrameEnded = ElapsedMicroseconds;
CurrentSystemFrameTime = CurrentSystemFrameEnded - CurrentSystemFrameStart;
AccumulatedSystemFrameTime += CurrentSystemFrameTime;
SystemFramesRendered++;
AverageFrameRate[FrameType] = LinearInterpolate(AverageFrameRate[FrameType], FrameRate);
FramesRendered[FrameType] = 0;
AccumulatedFrameTime[FrameType] = 0;
}
}
private double LinearInterpolate(double Old, double New)
{
return Old * (1.0 - FrameRateWeight) + New * FrameRateWeight;
}
public void RecordSystemFrameTime()
{
RecordFrameTime(FrameTypeSystem);
}
public void RecordGameFrameTime()
{
CurrentGameFrameEnded = ElapsedMicroseconds;
CurrentGameFrameTime = CurrentGameFrameEnded - LastGameFrameEnded;
PreviousGameFrameTime = CurrentGameFrameTime;
LastGameFrameEnded = CurrentGameFrameEnded;
AccumulatedGameFrameTime += CurrentGameFrameTime;
GameFramesRendered++;
RecordFrameTime(FrameTypeGame);
}
public void ResetStatistics()
private void RecordFrameTime(int FrameType)
{
GameFrameRate = 1000 / ((AccumulatedGameFrameTime / GameFramesRendered) / 1000);
GameFrameRate = double.IsNaN(GameFrameRate) ? 0 : GameFrameRate;
SystemFrameRate = 1000 / ((AccumulatedSystemFrameTime / SystemFramesRendered) / 1000);
SystemFrameRate = double.IsNaN(SystemFrameRate) ? 0 : SystemFrameRate;
double CurrentFrameTime = ExecutionTime.ElapsedTicks * TicksToSeconds;
GameFramesRendered = 0;
SystemFramesRendered = 0;
AccumulatedGameFrameTime = 0;
AccumulatedSystemFrameTime = 0;
double ElapsedFrameTime = CurrentFrameTime - PreviousFrameTime[FrameType];
PreviousFrameTime[FrameType] = CurrentFrameTime;
lock (FrameLock[FrameType])
{
AccumulatedFrameTime[FrameType] += ElapsedFrameTime;
FramesRendered[FrameType]++;
}
}
public double GetSystemFrameRate()
{
return AverageFrameRate[FrameTypeSystem];
}
public double GetGameFrameRate()
{
return AverageFrameRate[FrameTypeGame];
}
}
}

View file

@ -71,6 +71,11 @@ namespace Ryujinx.HLE
Os.LoadProgram(FileName);
}
public void ProcessFrame()
{
Gpu.Fifo.DispatchCalls();
}
internal virtual void OnFinish(EventArgs e)
{
Finish?.Invoke(this, e);

View file

@ -42,7 +42,7 @@ namespace Ryujinx
{
VSync = VSyncMode.On;
Renderer.SetWindowSize(Width, Height);
Renderer.FrameBuffer.SetWindowSize(Width, Height);
}
protected override void OnUpdateFrame(FrameEventArgs e)
@ -179,28 +179,31 @@ namespace Ryujinx
CurrentButton,
LeftJoystick,
RightJoystick);
Ns.ProcessFrame();
Renderer.RunActions();
}
protected override void OnRenderFrame(FrameEventArgs e)
{
Ns.Statistics.StartSystemFrame();
Renderer.FrameBuffer.Render();
Title = $"Ryujinx Screen - (Vsync: {VSync} - FPS: {Ns.Statistics.SystemFrameRate:0} - Guest FPS: " +
$"{Ns.Statistics.GameFrameRate:0})";
Ns.Statistics.RecordSystemFrameTime();
Renderer.RunActions();
Renderer.Render();
double HostFps = Ns.Statistics.GetSystemFrameRate();
double GameFps = Ns.Statistics.GetGameFrameRate();
Title = $"Ryujinx | Host FPS: {HostFps:0.0} | Game FPS: {GameFps:0.0}";
SwapBuffers();
Ns.Statistics.EndSystemFrame();
Ns.Os.SignalVsync();
}
protected override void OnResize(EventArgs e)
{
Renderer.SetWindowSize(Width, Height);
Renderer.FrameBuffer.SetWindowSize(Width, Height);
}
protected override void OnKeyDown(KeyboardKeyEventArgs e)

View file

@ -14,7 +14,7 @@ namespace Ryujinx
{
Console.Title = "Ryujinx Console";
IGalRenderer Renderer = new OpenGLRenderer();
IGalRenderer Renderer = new OGLRenderer();
IAalOutput AudioOut = new OpenALAudioOut();
@ -67,7 +67,7 @@ namespace Ryujinx
Screen.Exit();
};
Screen.Run(60.0);
Screen.Run(0.0, 60.0);
}
Environment.Exit(0);