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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 readonly TextureCopy _textureCopy;
private readonly TextureCopy _backgroundTextureCopy;
internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy;
internal TextureCopyIncompatible TextureCopyIncompatible { get; }
internal TextureCopyMS TextureCopyMS { get; }
private readonly 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);
TextureCopyIncompatible = new TextureCopyIncompatible(this);
TextureCopyMS = new TextureCopyMS(this);
_sync = new Sync();
PersistentBuffers = new PersistentBuffers();
ResourcePool = new ResourcePool();
}
public BufferHandle CreateBuffer(int size, GAL.BufferAccess access)
{
BufferCount++;
var memType = access & GAL.BufferAccess.MemoryTypeMask;
if (memType == GAL.BufferAccess.HostMemory)
{
BufferHandle handle = Buffer.CreatePersistent(size);
PersistentBuffers.Map(handle, size);
return handle;
}
else
{
return Buffer.Create(size);
}
}
public BufferHandle CreateBuffer(nint pointer, int size)
{
throw new NotSupportedException();
}
public BufferHandle CreateBufferSparse(ReadOnlySpan<BufferRange> storageBuffers)
{
throw new NotSupportedException();
}
public IImageArray CreateImageArray(int size, bool isBuffer)
{
return new ImageArray(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)
{
if (info.Target == Target.TextureBuffer)
{
return new TextureBuffer(this, info);
}
else
{
return ResourcePool.GetTextureOrNull(info) ?? new TextureStorage(this, info).CreateDefaultView();
}
}
public ITextureArray CreateTextureArray(int size, bool isBuffer)
{
return new TextureArray(size);
}
public void DeleteBuffer(BufferHandle buffer)
{
PersistentBuffers.Unmap(buffer);
Buffer.Delete(buffer);
}
public HardwareInfo GetHardwareInfo()
{
return new HardwareInfo(GpuVendor, GpuRenderer, GpuVendor); // OpenGL does not provide a driver name, vendor name is closest analogue.
}
public PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
{
return Buffer.GetData(this, buffer, offset, size);
}
public Capabilities GetCapabilities()
{
bool intelWindows = HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows;
bool intelUnix = HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelUnix;
bool amdWindows = HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows;
return new Capabilities(
api: TargetApi.OpenGL,
vendorName: GpuVendor,
memoryType: SystemMemoryType.BackendManaged,
hasFrontFacingBug: intelWindows,
hasVectorIndexingBug: amdWindows,
needsFragmentOutputSpecialization: false,
reduceShaderPrecision: false,
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.
supportsEtc2Compression: true,
supports3DTextureCompression: false,
supportsBgraFormat: false,
supportsR4G4Format: false,
supportsR4G4B4A4Format: true,
supportsScaledVertexFormats: true,
supportsSnormBufferTextureFormat: false,
supports5BitComponentFormat: true,
supportsSparseBuffer: false,
supportsBlendEquationAdvanced: HwCapabilities.SupportsBlendEquationAdvanced,
supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
supportsGeometryShader: true,
supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
supportsTransformFeedback: true,
supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
supportsLayerVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
supportsCubemapView: true,
supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
supportsQuads: HwCapabilities.SupportsQuads,
supportsSeparateSampler: false,
supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
supportsShaderBarrierDivergence: !(intelWindows || intelUnix),
supportsShaderFloat64: true,
supportsTextureGatherOffsets: true,
supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
supportsVertexStoreAndAtomics: true,
supportsViewportIndexVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
supportsViewportMask: HwCapabilities.SupportsViewportArray2,
supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
supportsDepthClipControl: true,
uniformBufferSetIndex: 0,
storageBufferSetIndex: 1,
textureSetIndex: 2,
imageSetIndex: 3,
extraSetBaseIndex: 0,
maximumExtraSets: 0,
maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver?
maximumStorageBuffersPerStage: 16,
maximumTexturesPerStage: 32,
maximumImagesPerStage: 8,
maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
shaderSubgroupSize: Constants.MaxSubgroupSize,
storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment,
textureBufferOffsetAlignment: HwCapabilities.TextureBufferOffsetAlignment,
gatherBiasPrecision: intelWindows || amdWindows ? 8 : 0); // Precision is 8 for these vendors on Vulkan.
}
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, float divisor, bool hostReserved)
{
return _counters.QueueReport(type, resultHandler, divisor, _pipeline.DrawCount, hostReserved);
}
public void Initialize(GraphicsDebugLevel glLogLevel)
{
Debugger.Initialize(glLogLevel);
PrintGpuInformation();
if (HwCapabilities.SupportsParallelShaderCompile)
{
GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
}
_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 (_window.BackgroundContext.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();
TextureCopyMS.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, bool strict)
{
_sync.Create(id);
}
public void WaitSync(ulong id)
{
_sync.Wait(id);
}
public ulong GetCurrentSync()
{
return _sync.GetCurrent();
}
public void SetInterruptAction(Action<Action> interruptAction)
{
// Currently no need for an interrupt action.
}
public void Screenshot()
{
_window.ScreenCaptureRequested = true;
}
public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
{
ScreenCaptured?.Invoke(this, bitmap);
}
public bool PrepareHostMapping(nint address, ulong size)
{
return false;
}
}
}
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