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 TextureCopy _textureCopy; private TextureCopy _backgroundTextureCopy; internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy; internal TextureCopyIncompatible TextureCopyIncompatible { get; } internal TextureCopyMS TextureCopyMS { get; } private Sync _sync; public event EventHandler 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, BufferHandle storageHint) { BufferCount++; return Buffer.Create(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, float scaleFactor) { if (info.Target == Target.TextureBuffer) { return new TextureBuffer(this, info); } else { return ResourcePool.GetTextureOrNull(info, scaleFactor) ?? new TextureStorage(this, info, scaleFactor).CreateDefaultView(); } } public void DeleteBuffer(BufferHandle buffer) { Buffer.Delete(buffer); } public HardwareInfo GetHardwareInfo() { return new HardwareInfo(GpuVendor, GpuRenderer); } public PinnedSpan GetBufferData(BufferHandle buffer, int offset, int size) { return Buffer.GetData(this, buffer, offset, size); } public Capabilities GetCapabilities() { return new Capabilities( api: TargetApi.OpenGL, vendorName: GpuVendor, hasFrontFacingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows, hasVectorIndexingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.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, supportsSnormBufferTextureFormat: false, supports5BitComponentFormat: true, supportsBlendEquationAdvanced: HwCapabilities.SupportsBlendEquationAdvanced, supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock, supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering, supportsGeometryShader: true, supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough, supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted, supportsLayerVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray, supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat, supportsCubemapView: true, supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset, supportsShaderBallot: HwCapabilities.SupportsShaderBallot, supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod, supportsViewportIndex: HwCapabilities.SupportsShaderViewportLayerArray, supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle, supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters, maximumUniformBuffersPerStage: 13, // TODO: Avoid hardcoding those limits here and get from driver? maximumStorageBuffersPerStage: 16, maximumTexturesPerStage: 32, maximumImagesPerStage: 8, maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize, maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy, storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment); } public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan data) { Buffer.SetData(buffer, offset, data); } public void UpdateCounters() { _counters.Update(); } public void PreFrame() { _sync.Cleanup(); ResourcePool.Tick(); } public ICounterEvent ReportCounter(CounterType type, EventHandler resultHandler, bool hostReserved) { return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount, hostReserved); } public void Initialize(GraphicsDebugLevel glLogLevel) { Debugger.Initialize(glLogLevel); PrintGpuInformation(); if (HwCapabilities.SupportsParallelShaderCompile) { GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8)); } _pipeline.Initialize(this); _counters.Initialize(_pipeline); // 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 (IOpenGLContext.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 interruptAction) { // Currently no need for an interrupt action. } public void Screenshot() { _window.ScreenCaptureRequested = true; } public void OnScreenCaptured(ScreenCaptureImageInfo bitmap) { ScreenCaptured?.Invoke(this, bitmap); } } }