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https://github.com/Ryujinx/Ryujinx.git
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* Add MVK basics. * Use appropriate output attribute types * 4kb vertex alignment, bunch of fixes * Add reduced shader precision mode for mvk. * Disable ASTC on MVK for now * Only request robustnes2 when it is available. * It's just the one feature actually * Add triangle fan conversion * Allow NullDescriptor on MVK for some reason. * Force safe blit on MoltenVK * Use ASTC only when formats are all available. * Disable multilevel 3d texture views * Filter duplicate render targets (on backend) * Add Automatic MoltenVK Configuration * Do not create color attachment views with formats that are not RT compatible * Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats * FIx rebase for Vertex Attrib State * Fix 4b alignment for vertex * Use asynchronous queue submits for MVK * Ensure color clear shader has correct output type * Update MoltenVK config * Always use MoltenVK workarounds on MacOS * Make MVK supersede all vendors * Fix rebase * Various fixes on rebase * Get portability flags from extension * Fix some minor rebasing issues * Style change * Use LibraryImport for MVKConfiguration * Rename MoltenVK vendor to Apple Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B. * Fix features2 rebase conflict * Rename fragment output type * Add missing check for fragment output types Might have caused the crash in MK8 * Only do fragment output specialization on MoltenVK * Avoid copy when passing capabilities * Self feedback * Address feedback Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: nastys <nastys@users.noreply.github.com>
147 lines
5.4 KiB
C#
147 lines
5.4 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// Represents a GPU channel.
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/// </summary>
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public class GpuChannel : IDisposable
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{
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private readonly GpuContext _context;
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private readonly GPFifoDevice _device;
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private readonly GPFifoProcessor _processor;
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private MemoryManager _memoryManager;
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/// <summary>
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/// Channel buffer bindings manager.
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/// </summary>
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internal BufferManager BufferManager { get; }
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/// <summary>
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/// Channel texture bindings manager.
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/// </summary>
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internal TextureManager TextureManager { get; }
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/// <summary>
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/// Current channel memory manager.
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/// </summary>
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internal MemoryManager MemoryManager => _memoryManager;
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/// <summary>
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/// Host hardware capabilities from the GPU context.
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/// </summary>
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internal ref Capabilities Capabilities => ref _context.Capabilities;
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/// <summary>
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/// Creates a new instance of a GPU channel.
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/// </summary>
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/// <param name="context">GPU context that the channel belongs to</param>
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internal GpuChannel(GpuContext context)
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{
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_context = context;
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_device = context.GPFifo;
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_processor = new GPFifoProcessor(context, this);
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BufferManager = new BufferManager(context, this);
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TextureManager = new TextureManager(context, this);
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}
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/// <summary>
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/// Binds a memory manager to the channel.
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/// All submitted and in-flight commands will use the specified memory manager for any memory operations.
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/// </summary>
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/// <param name="memoryManager">The new memory manager to be bound</param>
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public void BindMemory(MemoryManager memoryManager)
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{
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var oldMemoryManager = Interlocked.Exchange(ref _memoryManager, memoryManager ?? throw new ArgumentNullException(nameof(memoryManager)));
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memoryManager.Physical.IncrementReferenceCount();
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if (oldMemoryManager != null)
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{
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oldMemoryManager.Physical.BufferCache.NotifyBuffersModified -= BufferManager.Rebind;
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oldMemoryManager.Physical.DecrementReferenceCount();
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oldMemoryManager.MemoryUnmapped -= MemoryUnmappedHandler;
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}
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memoryManager.Physical.BufferCache.NotifyBuffersModified += BufferManager.Rebind;
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memoryManager.MemoryUnmapped += MemoryUnmappedHandler;
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// Since the memory manager changed, make sure we will get pools from addresses of the new memory manager.
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TextureManager.ReloadPools();
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MemoryManager.Physical.BufferCache.QueuePrune();
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}
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/// <summary>
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/// Memory mappings change event handler.
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/// </summary>
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/// <param name="sender">Memory manager where the mappings changed</param>
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/// <param name="e">Information about the region that is being changed</param>
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private void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
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{
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TextureManager.ReloadPools();
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MemoryManager.Physical.BufferCache.QueuePrune();
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}
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/// <summary>
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/// Writes data directly to the state of the specified class.
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/// </summary>
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/// <param name="classId">ID of the class to write the data into</param>
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/// <param name="offset">State offset in bytes</param>
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/// <param name="value">Value to be written</param>
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public void Write(ClassId classId, int offset, uint value)
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{
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_processor.Write(classId, offset, (int)value);
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}
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/// <summary>
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/// Push a GPFIFO entry in the form of a prefetched command buffer.
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/// It is intended to be used by nvservices to handle special cases.
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/// </summary>
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/// <param name="commandBuffer">The command buffer containing the prefetched commands</param>
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public void PushHostCommandBuffer(int[] commandBuffer)
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{
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_device.PushHostCommandBuffer(_processor, commandBuffer);
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}
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/// <summary>
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/// Pushes GPFIFO entries.
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/// </summary>
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/// <param name="entries">GPFIFO entries</param>
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public void PushEntries(ReadOnlySpan<ulong> entries)
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{
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_device.PushEntries(_processor, entries);
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}
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/// <summary>
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/// Disposes the GPU channel.
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/// It's an error to use the GPU channel after disposal.
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/// </summary>
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public void Dispose()
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{
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_context.DeferredActions.Enqueue(Destroy);
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}
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/// <summary>
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/// Performs disposal of the host GPU resources used by this channel, that are not shared.
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/// This must only be called from the render thread.
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/// </summary>
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private void Destroy()
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{
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TextureManager.Dispose();
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var oldMemoryManager = Interlocked.Exchange(ref _memoryManager, null);
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if (oldMemoryManager != null)
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{
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oldMemoryManager.Physical.BufferCache.NotifyBuffersModified -= BufferManager.Rebind;
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oldMemoryManager.Physical.DecrementReferenceCount();
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oldMemoryManager.MemoryUnmapped -= MemoryUnmappedHandler;
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}
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}
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}
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}
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