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
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
|
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Texture;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Concurrent;
using System.Threading;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// GPU image presentation window.
/// </summary>
public class Window
{
private readonly GpuContext _context;
/// <summary>
/// Texture presented on the window.
/// </summary>
private readonly struct PresentationTexture
{
/// <summary>
/// Texture cache where the texture might be located.
/// </summary>
public TextureCache Cache { get; }
/// <summary>
/// Texture information.
/// </summary>
public TextureInfo Info { get; }
/// <summary>
/// Physical memory locations where the texture data is located.
/// </summary>
public MultiRange Range { get; }
/// <summary>
/// Texture crop region.
/// </summary>
public ImageCrop Crop { get; }
/// <summary>
/// Texture acquire callback.
/// </summary>
public Action<GpuContext, object> AcquireCallback { get; }
/// <summary>
/// Texture release callback.
/// </summary>
public Action<object> ReleaseCallback { get; }
/// <summary>
/// User defined object, passed to the various callbacks.
/// </summary>
public object UserObj { get; }
/// <summary>
/// Creates a new instance of the presentation texture.
/// </summary>
/// <param name="cache">Texture cache used to look for the texture to be presented</param>
/// <param name="info">Information of the texture to be presented</param>
/// <param name="range">Physical memory locations where the texture data is located</param>
/// <param name="crop">Texture crop region</param>
/// <param name="acquireCallback">Texture acquire callback</param>
/// <param name="releaseCallback">Texture release callback</param>
/// <param name="userObj">User defined object passed to the release callback, can be used to identify the texture</param>
public PresentationTexture(
TextureCache cache,
TextureInfo info,
MultiRange range,
ImageCrop crop,
Action<GpuContext, object> acquireCallback,
Action<object> releaseCallback,
object userObj)
{
Cache = cache;
Info = info;
Range = range;
Crop = crop;
AcquireCallback = acquireCallback;
ReleaseCallback = releaseCallback;
UserObj = userObj;
}
}
private readonly ConcurrentQueue<PresentationTexture> _frameQueue;
private int _framesAvailable;
public bool IsFrameAvailable => _framesAvailable != 0;
/// <summary>
/// Creates a new instance of the GPU presentation window.
/// </summary>
/// <param name="context">GPU emulation context</param>
public Window(GpuContext context)
{
_context = context;
_frameQueue = new ConcurrentQueue<PresentationTexture>();
}
/// <summary>
/// Enqueues a frame for presentation.
/// This method is thread safe and can be called from any thread.
/// When the texture is presented and not needed anymore, the release callback is called.
/// It's an error to modify the texture after calling this method, before the release callback is called.
/// </summary>
/// <param name="pid">Process ID of the process that owns the texture pointed to by <paramref name="address"/></param>
/// <param name="address">CPU virtual address of the texture data</param>
/// <param name="width">Texture width</param>
/// <param name="height">Texture height</param>
/// <param name="stride">Texture stride for linear texture, should be zero otherwise</param>
/// <param name="isLinear">Indicates if the texture is linear, normally false</param>
/// <param name="gobBlocksInY">GOB blocks in the Y direction, for block linear textures</param>
/// <param name="format">Texture format</param>
/// <param name="bytesPerPixel">Texture format bytes per pixel (must match the format)</param>
/// <param name="crop">Texture crop region</param>
/// <param name="acquireCallback">Texture acquire callback</param>
/// <param name="releaseCallback">Texture release callback</param>
/// <param name="userObj">User defined object passed to the release callback</param>
/// <exception cref="ArgumentException">Thrown when <paramref name="pid"/> is invalid</exception>
/// <returns>True if the frame was added to the queue, false otherwise</returns>
public bool EnqueueFrameThreadSafe(
ulong pid,
ulong address,
int width,
int height,
int stride,
bool isLinear,
int gobBlocksInY,
Format format,
byte bytesPerPixel,
ImageCrop crop,
Action<GpuContext, object> acquireCallback,
Action<object> releaseCallback,
object userObj)
{
if (!_context.PhysicalMemoryRegistry.TryGetValue(pid, out var physicalMemory))
{
return false;
}
FormatInfo formatInfo = new(format, 1, 1, bytesPerPixel, 4);
TextureInfo info = new(
0UL,
width,
height,
1,
1,
1,
1,
stride,
isLinear,
gobBlocksInY,
1,
1,
Target.Texture2D,
formatInfo);
int size = SizeCalculator.GetBlockLinearTextureSize(
width,
height,
1,
1,
1,
1,
1,
bytesPerPixel,
gobBlocksInY,
1,
1).TotalSize;
MultiRange range = new(address, (ulong)size);
_frameQueue.Enqueue(new PresentationTexture(
physicalMemory.TextureCache,
info,
range,
crop,
acquireCallback,
releaseCallback,
userObj));
return true;
}
/// <summary>
/// Presents a texture on the queue.
/// If the queue is empty, then no texture is presented.
/// </summary>
/// <param name="swapBuffersCallback">Callback method to call when a new texture should be presented on the screen</param>
public void Present(Action swapBuffersCallback)
{
_context.AdvanceSequence();
if (_frameQueue.TryDequeue(out PresentationTexture pt))
{
pt.AcquireCallback(_context, pt.UserObj);
Image.Texture texture = pt.Cache.FindOrCreateTexture(null, TextureSearchFlags.WithUpscale, pt.Info, 0, range: pt.Range);
pt.Cache.Tick();
texture.SynchronizeMemory();
ImageCrop crop = new(
(int)(pt.Crop.Left * texture.ScaleFactor),
(int)MathF.Ceiling(pt.Crop.Right * texture.ScaleFactor),
(int)(pt.Crop.Top * texture.ScaleFactor),
(int)MathF.Ceiling(pt.Crop.Bottom * texture.ScaleFactor),
pt.Crop.FlipX,
pt.Crop.FlipY,
pt.Crop.IsStretched,
pt.Crop.AspectRatioX,
pt.Crop.AspectRatioY);
if (texture.Info.Width > pt.Info.Width || texture.Info.Height > pt.Info.Height)
{
int top = crop.Top;
int bottom = crop.Bottom;
int left = crop.Left;
int right = crop.Right;
if (top == 0 && bottom == 0)
{
bottom = Math.Min(texture.Info.Height, pt.Info.Height);
}
if (left == 0 && right == 0)
{
right = Math.Min(texture.Info.Width, pt.Info.Width);
}
crop = new ImageCrop(left, right, top, bottom, crop.FlipX, crop.FlipY, crop.IsStretched, crop.AspectRatioX, crop.AspectRatioY);
}
_context.Renderer.Window.Present(texture.HostTexture, crop, swapBuffersCallback);
pt.ReleaseCallback(pt.UserObj);
}
}
/// <summary>
/// Indicate that a frame on the queue is ready to be acquired.
/// </summary>
public void SignalFrameReady()
{
Interlocked.Increment(ref _framesAvailable);
}
/// <summary>
/// Determine if any frames are available, and decrement the available count if there are.
/// </summary>
/// <returns>True if a frame is available, false otherwise</returns>
public bool ConsumeFrameAvailable()
{
if (Interlocked.CompareExchange(ref _framesAvailable, 0, 0) != 0)
{
Interlocked.Decrement(ref _framesAvailable);
return true;
}
return false;
}
}
}
|