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-rw-r--r--Ryujinx.Graphics.OpenGL/OpenGLRenderer.cs246
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diff --git a/Ryujinx.Graphics.OpenGL/OpenGLRenderer.cs b/Ryujinx.Graphics.OpenGL/OpenGLRenderer.cs
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+++ b/Ryujinx.Graphics.OpenGL/OpenGLRenderer.cs
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+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;
+
+ 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);
+ _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.
+ supports3DTextureCompression: false,
+ supportsBgraFormat: false,
+ supportsR4G4Format: false,
+ supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
+ supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
+ supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
+ supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
+ supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
+ supportsCubemapView: true,
+ supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
+ supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
+ supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
+ 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();
+ 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 void Screenshot()
+ {
+ _window.ScreenCaptureRequested = true;
+ }
+
+ public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
+ {
+ ScreenCaptured?.Invoke(this, bitmap);
+ }
+ }
+}