Ryujinx/Ryujinx.Graphics.Gpu/Window.cs

149 lines
5.3 KiB
C#
Raw Normal View History

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using System;
using System.Collections.Concurrent;
namespace Ryujinx.Graphics.Gpu
{
2019-12-29 18:41:50 +01:00
using Texture = Image.Texture;
/// <summary>
/// GPU image presentation window.
/// </summary>
public class Window
{
2019-12-29 18:41:50 +01:00
private readonly GpuContext _context;
/// <summary>
/// Texture presented on the window.
/// </summary>
private struct PresentationTexture
{
/// <summary>
/// Texture information.
/// </summary>
public TextureInfo Info { get; }
/// <summary>
/// Texture crop region.
/// </summary>
public ImageCrop Crop { get; }
/// <summary>
/// Texture release callback.
/// </summary>
public Action<object> Callback { get; }
/// <summary>
/// User defined object, passed to the release callback.
/// </summary>
public object UserObj { get; }
/// <summary>
/// Creates a new instance of the presentation texture.
/// </summary>
/// <param name="info">Information of the texture to be presented</param>
/// <param name="crop">Texture crop region</param>
/// <param name="callback">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(
TextureInfo info,
ImageCrop crop,
Action<object> callback,
object userObj)
{
Info = info;
Crop = crop;
Callback = callback;
UserObj = userObj;
}
}
2019-12-29 18:41:50 +01:00
private readonly ConcurrentQueue<PresentationTexture> _frameQueue;
/// <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="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="callback">Texture release callback</param>
/// <param name="userObj">User defined object passed to the release callback</param>
public void EnqueueFrameThreadSafe(
ulong address,
int width,
int height,
int stride,
bool isLinear,
int gobBlocksInY,
Format format,
int bytesPerPixel,
ImageCrop crop,
Action<object> callback,
object userObj)
{
FormatInfo formatInfo = new FormatInfo(format, 1, 1, bytesPerPixel);
TextureInfo info = new TextureInfo(
address,
width,
height,
1,
1,
1,
1,
stride,
isLinear,
gobBlocksInY,
1,
1,
Target.Texture2D,
formatInfo);
_frameQueue.Enqueue(new PresentationTexture(info, crop, callback, userObj));
}
/// <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))
{
2019-12-29 18:41:50 +01:00
Texture texture = _context.Methods.TextureManager.FindOrCreateTexture(pt.Info);
texture.SynchronizeMemory();
_context.Renderer.Window.Present(texture.HostTexture, pt.Crop);
swapBuffersCallback();
pt.Callback(pt.UserObj);
}
}
}
}