0
0
Fork 0
This repository has been archived on 2024-10-12. You can view files and clone it, but cannot push or open issues or pull requests.
ryujinx-final/Ryujinx.HLE/Switch.cs
riperiperi 5d69d9103e
Texture/Buffer Memory Management Improvements (#1408)
* Initial implementation. Still pending better valid-overlap handling,
disposed pool, compressed format flush fix.

* Very messy backend resource cache.

* Oops

* Dispose -> Release

* Improve Release/Dispose.

* More rule refinement.

* View compatibility levels as an enum - you can always know if a view is only copy compatible.

* General cleanup.

Use locking on the resource cache, as it is likely to be used by other threads in future.

* Rename resource cache to resource pool.

* Address some of the smaller nits.

* Fix regression with MK8 lens flare

Texture flushes done the old way should trigger memory tracking.

* Use TextureCreateInfo as a key.

It now implements IEquatable and generates a hashcode based on width/height.

* Fix size change for compressed+non-compressed view combos.

Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture.

Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one.

* Implement JD's suggestion for HashCode Combine

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>

* Address feedback

* Address feedback.

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
2020-09-10 16:44:04 -03:00

196 lines
5.6 KiB
C#

using LibHac.FsSystem;
using Ryujinx.Audio;
using Ryujinx.Configuration;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu;
using Ryujinx.Graphics.Host1x;
using Ryujinx.Graphics.Nvdec;
using Ryujinx.Graphics.Vic;
using Ryujinx.HLE.FileSystem;
using Ryujinx.HLE.FileSystem.Content;
using Ryujinx.HLE.HOS;
using Ryujinx.HLE.HOS.Services;
using Ryujinx.HLE.HOS.Services.Hid;
using Ryujinx.HLE.HOS.SystemState;
using Ryujinx.Memory;
using System;
namespace Ryujinx.HLE
{
public class Switch : IDisposable
{
public IAalOutput AudioOut { get; private set; }
internal MemoryBlock Memory { get; private set; }
public GpuContext Gpu { get; private set; }
internal Host1xDevice Host1x { get; }
public VirtualFileSystem FileSystem { get; private set; }
public Horizon System { get; private set; }
public ApplicationLoader Application { get; }
public PerformanceStatistics Statistics { get; private set; }
public Hid Hid { get; private set; }
public IHostUiHandler UiHandler { get; set; }
public bool EnableDeviceVsync { get; set; } = true;
public Switch(VirtualFileSystem fileSystem, ContentManager contentManager, IRenderer renderer, IAalOutput audioOut)
{
if (renderer == null)
{
throw new ArgumentNullException(nameof(renderer));
}
if (audioOut == null)
{
throw new ArgumentNullException(nameof(audioOut));
}
AudioOut = audioOut;
Memory = new MemoryBlock(1UL << 32);
Gpu = new GpuContext(renderer);
Host1x = new Host1xDevice(Gpu.Synchronization);
var nvdec = new NvdecDevice(Gpu.MemoryManager);
var vic = new VicDevice(Gpu.MemoryManager);
Host1x.RegisterDevice(ClassId.Nvdec, nvdec);
Host1x.RegisterDevice(ClassId.Vic, vic);
nvdec.FrameDecoded += (FrameDecodedEventArgs e) =>
{
// FIXME:
// Figure out what is causing frame ordering issues on H264.
// For now this is needed as workaround.
if (e.CodecId == CodecId.H264)
{
vic.SetSurfaceOverride(e.LumaOffset, e.ChromaOffset, 0);
}
else
{
vic.DisableSurfaceOverride();
}
};
FileSystem = fileSystem;
System = new Horizon(this, contentManager);
Statistics = new PerformanceStatistics();
Hid = new Hid(this, System.HidBaseAddress);
Hid.InitDevices();
Application = new ApplicationLoader(this, fileSystem, contentManager);
}
public void Initialize()
{
System.State.SetLanguage((SystemLanguage)ConfigurationState.Instance.System.Language.Value);
System.State.SetRegion((RegionCode)ConfigurationState.Instance.System.Region.Value);
EnableDeviceVsync = ConfigurationState.Instance.Graphics.EnableVsync;
System.State.DockedMode = ConfigurationState.Instance.System.EnableDockedMode;
if (ConfigurationState.Instance.System.EnableMulticoreScheduling)
{
System.EnableMultiCoreScheduling();
}
System.EnablePtc = ConfigurationState.Instance.System.EnablePtc;
System.FsIntegrityCheckLevel = GetIntegrityCheckLevel();
System.GlobalAccessLogMode = ConfigurationState.Instance.System.FsGlobalAccessLogMode;
ServiceConfiguration.IgnoreMissingServices = ConfigurationState.Instance.System.IgnoreMissingServices;
// Configure controllers
Hid.RefreshInputConfig(ConfigurationState.Instance.Hid.InputConfig.Value);
ConfigurationState.Instance.Hid.InputConfig.Event += Hid.RefreshInputConfigEvent;
}
public static IntegrityCheckLevel GetIntegrityCheckLevel()
{
return ConfigurationState.Instance.System.EnableFsIntegrityChecks
? IntegrityCheckLevel.ErrorOnInvalid
: IntegrityCheckLevel.None;
}
public void LoadCart(string exeFsDir, string romFsFile = null)
{
Application.LoadCart(exeFsDir, romFsFile);
}
public void LoadXci(string xciFile)
{
Application.LoadXci(xciFile);
}
public void LoadNca(string ncaFile)
{
Application.LoadNca(ncaFile);
}
public void LoadNsp(string nspFile)
{
Application.LoadNsp(nspFile);
}
public void LoadProgram(string fileName)
{
Application.LoadProgram(fileName);
}
public bool WaitFifo()
{
return Gpu.GPFifo.WaitForCommands();
}
public void ProcessFrame()
{
Gpu.Renderer.PreFrame();
Gpu.GPFifo.DispatchCalls();
}
public void PresentFrame(Action swapBuffersCallback)
{
Gpu.Window.Present(swapBuffersCallback);
}
public void DisposeGpu()
{
Gpu.Dispose();
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
ConfigurationState.Instance.Hid.InputConfig.Event -= Hid.RefreshInputConfigEvent;
System.Dispose();
Host1x.Dispose();
AudioOut.Dispose();
FileSystem.Unload();
Memory.Dispose();
}
}
}
}