using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Engine; using Ryujinx.Graphics.Gpu.Memory; using System; namespace Ryujinx.Graphics.Gpu { /// <summary> /// GPU emulation context. /// </summary> public sealed class GpuContext : IDisposable { /// <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 memory accessor. /// </summary> internal MemoryAccessor MemoryAccessor { get; } /// <summary> /// GPU engine methods processing. /// </summary> internal Methods Methods { get; } /// <summary> /// GPU commands FIFO. /// </summary> internal NvGpuFifo Fifo { get; } /// <summary> /// DMA pusher. /// </summary> public DmaPusher DmaPusher { 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; } private readonly Lazy<Capabilities> _caps; /// <summary> /// Host hardware capabilities. /// </summary> internal Capabilities Capabilities => _caps.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(); MemoryAccessor = new MemoryAccessor(this); Methods = new Methods(this); Fifo = new NvGpuFifo(this); DmaPusher = new DmaPusher(this); Window = new Window(this); _caps = new Lazy<Capabilities>(Renderer.GetCapabilities); } /// <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(ARMeilleure.Memory.MemoryManager cpuMemory) { PhysicalMemory = new PhysicalMemory(cpuMemory); } /// <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(); } } }