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Ryujinx/Ryujinx.Graphics.Gpu/GpuContext.cs
gdkchan a10b2c5ff2
Initial support for GPU channels (#2372)
* Ground work for separate GPU channels

* Rename TextureManager to TextureCache

* Decouple texture bindings management from the texture cache

* Rename BufferManager to BufferCache

* Decouple buffer bindings management from the buffer cache

* More comments and proper disposal

* PR feedback

* Force host state update on channel switch

* Typo

* PR feedback

* Missing using
2021-06-24 01:51:41 +02:00

219 lines
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6.9 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; }
/// <summary>
/// Queue with closed channels for deferred disposal from the render thread.
/// </summary>
internal Queue<GpuChannel> DisposedChannels { 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>();
DisposedChannels = new Queue<GpuChannel>();
}
public GpuChannel CreateChannel()
{
return new GpuChannel(this);
}
/// <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>
/// Performs deferred disposal of closed channels.
/// This must only be called from the render thread.
/// </summary>
internal void DisposePendingChannels()
{
while (DisposedChannels.TryDequeue(out GpuChannel channel))
{
channel.Destroy();
}
}
/// <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()
{
DisposePendingChannels();
Methods.ShaderCache.Dispose();
Methods.BufferCache.Dispose();
Methods.TextureCache.Dispose();
Renderer.Dispose();
GPFifo.Dispose();
HostInitalized.Dispose();
PhysicalMemory.Dispose();
}
}
}