a10b2c5ff2
* 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
219 lines
No EOL
6.9 KiB
C#
219 lines
No EOL
6.9 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Synchronization;
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using System;
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using System.Collections.Generic;
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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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/// GPU emulation context.
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/// </summary>
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public sealed class GpuContext : IDisposable
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{
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/// <summary>
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/// Event signaled when the host emulation context is ready to be used by the gpu context.
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/// </summary>
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public ManualResetEvent HostInitalized { get; }
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/// <summary>
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/// Host renderer.
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/// </summary>
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public IRenderer Renderer { get; }
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/// <summary>
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/// Physical memory access (it actually accesses the process memory, not actual physical memory).
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/// </summary>
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internal PhysicalMemory PhysicalMemory { get; private set; }
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/// <summary>
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/// GPU memory manager.
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/// </summary>
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public MemoryManager MemoryManager { get; }
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/// <summary>
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/// GPU engine methods processing.
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/// </summary>
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internal Methods Methods { get; }
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/// <summary>
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/// GPU General Purpose FIFO queue.
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/// </summary>
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public GPFifoDevice GPFifo { get; }
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/// <summary>
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/// GPU synchronization manager.
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/// </summary>
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public SynchronizationManager Synchronization { get; }
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/// <summary>
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/// Presentation window.
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/// </summary>
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public Window Window { get; }
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/// <summary>
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/// Internal sequence number, used to avoid needless resource data updates
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/// in the middle of a command buffer before synchronizations.
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/// </summary>
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internal int SequenceNumber { get; private set; }
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/// <summary>
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/// Internal sync number, used to denote points at which host synchronization can be requested.
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/// </summary>
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internal ulong SyncNumber { get; private set; }
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/// <summary>
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/// Actions to be performed when a CPU waiting sync point is triggered.
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/// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
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/// and the SyncNumber will be incremented.
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/// </summary>
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internal List<Action> SyncActions { get; }
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/// <summary>
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/// Queue with closed channels for deferred disposal from the render thread.
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/// </summary>
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internal Queue<GpuChannel> DisposedChannels { get; }
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private readonly Lazy<Capabilities> _caps;
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/// <summary>
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/// Host hardware capabilities.
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/// </summary>
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internal Capabilities Capabilities => _caps.Value;
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/// <summary>
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/// Event for signalling shader cache loading progress.
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/// </summary>
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public event Action<Shader.ShaderCacheState, int, int> ShaderCacheStateChanged
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{
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add => Methods.ShaderCache.ShaderCacheStateChanged += value;
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remove => Methods.ShaderCache.ShaderCacheStateChanged -= value;
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}
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/// <summary>
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/// Creates a new instance of the GPU emulation context.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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public GpuContext(IRenderer renderer)
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{
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Renderer = renderer;
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MemoryManager = new MemoryManager(this);
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Methods = new Methods(this);
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GPFifo = new GPFifoDevice(this);
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Synchronization = new SynchronizationManager();
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Window = new Window(this);
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_caps = new Lazy<Capabilities>(Renderer.GetCapabilities);
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HostInitalized = new ManualResetEvent(false);
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SyncActions = new List<Action>();
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DisposedChannels = new Queue<GpuChannel>();
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}
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public GpuChannel CreateChannel()
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{
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return new GpuChannel(this);
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}
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/// <summary>
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/// Initialize the GPU shader cache.
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/// </summary>
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public void InitializeShaderCache()
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{
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HostInitalized.WaitOne();
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Methods.ShaderCache.Initialize();
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}
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/// <summary>
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/// Advances internal sequence number.
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/// This forces the update of any modified GPU resource.
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/// </summary>
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internal void AdvanceSequence()
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{
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SequenceNumber++;
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}
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/// <summary>
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/// Sets the process memory manager, after the application process is initialized.
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/// This is required for any GPU memory access.
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/// </summary>
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/// <param name="cpuMemory">CPU memory manager</param>
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public void SetVmm(Cpu.IVirtualMemoryManagerTracked cpuMemory)
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{
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PhysicalMemory = new PhysicalMemory(cpuMemory);
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}
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/// <summary>
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/// Registers an action to be performed the next time a syncpoint is incremented.
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/// This will also ensure a host sync object is created, and <see cref="SyncNumber"/> is incremented.
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/// </summary>
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/// <param name="action">The action to be performed on sync object creation</param>
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public void RegisterSyncAction(Action action)
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{
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SyncActions.Add(action);
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}
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/// <summary>
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/// Creates a host sync object if there are any pending sync actions. The actions will then be called.
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/// If no actions are present, a host sync object is not created.
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/// </summary>
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public void CreateHostSyncIfNeeded()
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{
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if (SyncActions.Count > 0)
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{
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Renderer.CreateSync(SyncNumber);
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SyncNumber++;
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foreach (Action action in SyncActions)
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{
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action();
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}
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SyncActions.Clear();
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}
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}
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/// <summary>
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/// Performs deferred disposal of closed channels.
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/// This must only be called from the render thread.
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/// </summary>
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internal void DisposePendingChannels()
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{
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while (DisposedChannels.TryDequeue(out GpuChannel channel))
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{
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channel.Destroy();
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}
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}
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/// <summary>
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/// Disposes all GPU resources currently cached.
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/// It's an error to push any GPU commands after disposal.
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/// Additionally, the GPU commands FIFO must be empty for disposal,
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/// and processing of all commands must have finished.
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/// </summary>
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public void Dispose()
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{
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DisposePendingChannels();
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Methods.ShaderCache.Dispose();
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Methods.BufferCache.Dispose();
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Methods.TextureCache.Dispose();
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Renderer.Dispose();
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GPFifo.Dispose();
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HostInitalized.Dispose();
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PhysicalMemory.Dispose();
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}
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}
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} |