mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-10-01 12:30:00 +02:00
ca5d8e58dd
* UI changes * Add progress reporting to PTC & ShaderCache * Account for null events and expand docs Co-authored-by: Joshi234 <46032261+Joshi234@users.noreply.github.com>
203 lines
No EOL
6.5 KiB
C#
203 lines
No EOL
6.5 KiB
C#
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>
|
|
/// Signaled when shader cache begins and ends loading.
|
|
/// Signals true when loading has started, false when ended.
|
|
/// </summary>
|
|
public event Action<bool> ShaderCacheStateChanged
|
|
{
|
|
add => Methods.ShaderCache.ShaderCacheStateChanged += value;
|
|
remove => Methods.ShaderCache.ShaderCacheStateChanged -= value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Signaled while shader cache is loading to indicate current progress.
|
|
/// Provides current and total number of shaders loaded.
|
|
/// </summary>
|
|
public event Action<int, int> ShaderCacheProgressChanged
|
|
{
|
|
add => Methods.ShaderCache.ShaderCacheProgressChanged += value;
|
|
remove => Methods.ShaderCache.ShaderCacheProgressChanged -= 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.MemoryManager 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();
|
|
}
|
|
}
|
|
} |