using OpenTK.Graphics.OpenGL; using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Shader; namespace Ryujinx.Graphics.OpenGL { public sealed class Renderer : IRenderer { private readonly Pipeline _pipeline; public IPipeline Pipeline => _pipeline; private readonly Counters _counters; private readonly Window _window; public IWindow Window => _window; internal TextureCopy TextureCopy { get; } public string GpuVendor { get; private set; } public string GpuRenderer { get; private set; } public string GpuVersion { get; private set; } public Renderer() { _pipeline = new Pipeline(); _counters = new Counters(); _window = new Window(this); TextureCopy = new TextureCopy(this); } public IShader CompileShader(ShaderProgram shader) { return new Shader(shader); } public IBuffer CreateBuffer(int size) { return new Buffer(size); } public IProgram CreateProgram(IShader[] shaders) { return new Program(shaders); } public ISampler CreateSampler(SamplerCreateInfo info) { return new Sampler(info); } public ITexture CreateTexture(TextureCreateInfo info) { return info.Target == Target.TextureBuffer ? new TextureBuffer(info) : new TextureStorage(this, info).CreateDefaultView(); } public Capabilities GetCapabilities() { return new Capabilities( HwCapabilities.SupportsAstcCompression, HwCapabilities.SupportsNonConstantTextureOffset, HwCapabilities.MaximumComputeSharedMemorySize, HwCapabilities.StorageBufferOffsetAlignment, HwCapabilities.MaxSupportedAnisotropy); } public ulong GetCounter(CounterType type) { return _counters.GetCounter(type); } public void Initialize() { PrintGpuInformation(); _counters.Initialize(); } private void PrintGpuInformation() { GpuVendor = GL.GetString(StringName.Vendor); GpuRenderer = GL.GetString(StringName.Renderer); GpuVersion = GL.GetString(StringName.Version); Logger.PrintInfo(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})"); } public void ResetCounter(CounterType type) { _counters.ResetCounter(type); } public void Dispose() { TextureCopy.Dispose(); _pipeline.Dispose(); _window.Dispose(); } } }