aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Graphics.Gpu/GpuContext.cs
blob: a9386ce5cdb07b02fab82c07ca5a6018718b95cf (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine;
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Synchronization;
using System;
using System.Collections.Generic;
using System.Threading;

namespace Ryujinx.Graphics.Gpu
{
    /// <summary>
    /// GPU emulation context.
    /// </summary>
    public sealed class GpuContext : IDisposable
    {
        /// <summary>
        /// Event signaled when the host emulation context is ready to be used by the gpu context.
        /// </summary>
        public ManualResetEvent HostInitalized { get; }

        /// <summary>
        /// Host renderer.
        /// </summary>
        public IRenderer Renderer { get; }

        /// <summary>
        /// Physical memory access (it actually accesses the process memory, not actual physical memory).
        /// </summary>
        internal PhysicalMemory PhysicalMemory { get; private set; }

        /// <summary>
        /// GPU memory manager.
        /// </summary>
        public MemoryManager MemoryManager { get; }

        /// <summary>
        /// GPU engine methods processing.
        /// </summary>
        internal Methods Methods { get; }

        /// <summary>
        /// GPU General Purpose FIFO queue.
        /// </summary>
        public GPFifoDevice GPFifo { get; }

        /// <summary>
        /// GPU synchronization manager.
        /// </summary>
        public SynchronizationManager Synchronization { get; }

        /// <summary>
        /// Presentation window.
        /// </summary>
        public Window Window { get; }

        /// <summary>
        /// Internal sequence number, used to avoid needless resource data updates
        /// in the middle of a command buffer before synchronizations.
        /// </summary>
        internal int SequenceNumber { get; private set; }

        /// <summary>
        /// Internal sync number, used to denote points at which host synchronization can be requested.
        /// </summary>
        internal ulong SyncNumber { get; private set; }

        /// <summary>
        /// Actions to be performed when a CPU waiting sync point is triggered.
        /// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
        /// and the SyncNumber will be incremented.
        /// </summary>
        internal List<Action> SyncActions { get; }

        private readonly Lazy<Capabilities> _caps;

        /// <summary>
        /// Host hardware capabilities.
        /// </summary>
        internal Capabilities Capabilities => _caps.Value;

        /// <summary>
        /// Event for signalling shader cache loading progress.
        /// </summary>
        public event Action<Shader.ShaderCacheState, int, int> ShaderCacheStateChanged
        {
            add => Methods.ShaderCache.ShaderCacheStateChanged += value;
            remove => Methods.ShaderCache.ShaderCacheStateChanged -= value;
        }

        /// <summary>
        /// Creates a new instance of the GPU emulation context.
        /// </summary>
        /// <param name="renderer">Host renderer</param>
        public GpuContext(IRenderer renderer)
        {
            Renderer = renderer;

            MemoryManager = new MemoryManager(this);

            Methods = new Methods(this);

            GPFifo = new GPFifoDevice(this);

            Synchronization = new SynchronizationManager();

            Window = new Window(this);

            _caps = new Lazy<Capabilities>(Renderer.GetCapabilities);

            HostInitalized = new ManualResetEvent(false);

            SyncActions = new List<Action>();
        }

        /// <summary>
        /// Initialize the GPU shader cache.
        /// </summary>
        public void InitializeShaderCache()
        {
            HostInitalized.WaitOne();

            Methods.ShaderCache.Initialize();
        }

        /// <summary>
        /// Advances internal sequence number.
        /// This forces the update of any modified GPU resource.
        /// </summary>
        internal void AdvanceSequence()
        {
            SequenceNumber++;
        }

        /// <summary>
        /// Sets the process memory manager, after the application process is initialized.
        /// This is required for any GPU memory access.
        /// </summary>
        /// <param name="cpuMemory">CPU memory manager</param>
        public void SetVmm(Cpu.IVirtualMemoryManagerTracked cpuMemory)
        {
            PhysicalMemory = new PhysicalMemory(cpuMemory);
        }

        /// <summary>
        /// Registers an action to be performed the next time a syncpoint is incremented.
        /// This will also ensure a host sync object is created, and <see cref="SyncNumber"/> is incremented.
        /// </summary>
        /// <param name="action">The action to be performed on sync object creation</param>
        public void RegisterSyncAction(Action action)
        {
            SyncActions.Add(action);
        }

        /// <summary>
        /// Creates a host sync object if there are any pending sync actions. The actions will then be called.
        /// If no actions are present, a host sync object is not created.
        /// </summary>
        public void CreateHostSyncIfNeeded()
        {
            if (SyncActions.Count > 0)
            {
                Renderer.CreateSync(SyncNumber);

                SyncNumber++;

                foreach (Action action in SyncActions)
                {
                    action();
                }

                SyncActions.Clear();
            }
        }

        /// <summary>
        /// Disposes all GPU resources currently cached.
        /// It's an error to push any GPU commands after disposal.
        /// Additionally, the GPU commands FIFO must be empty for disposal,
        /// and processing of all commands must have finished.
        /// </summary>
        public void Dispose()
        {
            Methods.ShaderCache.Dispose();
            Methods.BufferManager.Dispose();
            Methods.TextureManager.Dispose();
            Renderer.Dispose();
            GPFifo.Dispose();
            HostInitalized.Dispose();

            PhysicalMemory.Dispose();
        }
    }
}