Ryujinx/src/Ryujinx.Headless.SDL2/WindowBase.cs
riperiperi c6676007bf
GPU: Dispose Renderer after running deferred actions (#5144)
* GAL: Dispose Renderer after running deferred actions

Deferred actions from disposing physical memory instances always dispose the resources in their caches. The renderer can't be disposed before these resources get disposed, otherwise the dispose actions will not actually run, and the ThreadedRenderer may get stuck trying to enqueue too many commands when there is nothing consuming them.

This should fix most instances of the emulator freezing on close.

* Wait for main render commands to finish, but keep RenderThread alive til dispose

* Address some feedback.

* No parameterize needed

* Set thread name as part of constructor

* Port to Ava and SDL2
2023-05-31 21:43:20 +00:00

512 lines
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17 KiB
C#

using ARMeilleure.Translation;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.GAL.Multithreading;
using Ryujinx.HLE.HOS.Applets;
using Ryujinx.HLE.HOS.Services.Am.AppletOE.ApplicationProxyService.ApplicationProxy.Types;
using Ryujinx.HLE.Ui;
using Ryujinx.Input;
using Ryujinx.Input.HLE;
using Ryujinx.SDL2.Common;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Threading;
using static SDL2.SDL;
using Switch = Ryujinx.HLE.Switch;
namespace Ryujinx.Headless.SDL2
{
abstract partial class WindowBase : IHostUiHandler, IDisposable
{
protected const int DefaultWidth = 1280;
protected const int DefaultHeight = 720;
private const SDL_WindowFlags DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI | SDL_WindowFlags.SDL_WINDOW_RESIZABLE | SDL_WindowFlags.SDL_WINDOW_INPUT_FOCUS | SDL_WindowFlags.SDL_WINDOW_SHOWN;
private const int TargetFps = 60;
private static ConcurrentQueue<Action> MainThreadActions = new ConcurrentQueue<Action>();
[LibraryImport("SDL2")]
// TODO: Remove this as soon as SDL2-CS was updated to expose this method publicly
private static partial IntPtr SDL_LoadBMP_RW(IntPtr src, int freesrc);
public static void QueueMainThreadAction(Action action)
{
MainThreadActions.Enqueue(action);
}
public NpadManager NpadManager { get; }
public TouchScreenManager TouchScreenManager { get; }
public Switch Device { get; private set; }
public IRenderer Renderer { get; private set; }
public event EventHandler<StatusUpdatedEventArgs> StatusUpdatedEvent;
protected IntPtr WindowHandle { get; set; }
public IHostUiTheme HostUiTheme { get; }
public int Width { get; private set; }
public int Height { get; private set; }
protected SDL2MouseDriver MouseDriver;
private InputManager _inputManager;
private IKeyboard _keyboardInterface;
private GraphicsDebugLevel _glLogLevel;
private readonly Stopwatch _chrono;
private readonly long _ticksPerFrame;
private readonly CancellationTokenSource _gpuCancellationTokenSource;
private readonly ManualResetEvent _exitEvent;
private readonly ManualResetEvent _gpuDoneEvent;
private long _ticks;
private bool _isActive;
private bool _isStopped;
private uint _windowId;
private string _gpuVendorName;
private AspectRatio _aspectRatio;
private bool _enableMouse;
public WindowBase(
InputManager inputManager,
GraphicsDebugLevel glLogLevel,
AspectRatio aspectRatio,
bool enableMouse,
HideCursorMode hideCursorMode)
{
MouseDriver = new SDL2MouseDriver(hideCursorMode);
_inputManager = inputManager;
_inputManager.SetMouseDriver(MouseDriver);
NpadManager = _inputManager.CreateNpadManager();
TouchScreenManager = _inputManager.CreateTouchScreenManager();
_keyboardInterface = (IKeyboard)_inputManager.KeyboardDriver.GetGamepad("0");
_glLogLevel = glLogLevel;
_chrono = new Stopwatch();
_ticksPerFrame = Stopwatch.Frequency / TargetFps;
_gpuCancellationTokenSource = new CancellationTokenSource();
_exitEvent = new ManualResetEvent(false);
_gpuDoneEvent = new ManualResetEvent(false);
_aspectRatio = aspectRatio;
_enableMouse = enableMouse;
HostUiTheme = new HeadlessHostUiTheme();
SDL2Driver.Instance.Initialize();
}
public void Initialize(Switch device, List<InputConfig> inputConfigs, bool enableKeyboard, bool enableMouse)
{
Device = device;
IRenderer renderer = Device.Gpu.Renderer;
if (renderer is ThreadedRenderer tr)
{
renderer = tr.BaseRenderer;
}
Renderer = renderer;
NpadManager.Initialize(device, inputConfigs, enableKeyboard, enableMouse);
TouchScreenManager.Initialize(device);
}
private void SetWindowIcon()
{
Stream iconStream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Ryujinx.Headless.SDL2.Ryujinx.bmp");
byte[] iconBytes = new byte[iconStream!.Length];
if (iconStream.Read(iconBytes, 0, iconBytes.Length) != iconBytes.Length)
{
Logger.Error?.Print(LogClass.Application, "Failed to read icon to byte array.");
iconStream.Close();
return;
}
iconStream.Close();
unsafe
{
fixed (byte* iconPtr = iconBytes)
{
IntPtr rwOpsStruct = SDL_RWFromConstMem((IntPtr)iconPtr, iconBytes.Length);
IntPtr iconHandle = SDL_LoadBMP_RW(rwOpsStruct, 1);
SDL_SetWindowIcon(WindowHandle, iconHandle);
SDL_FreeSurface(iconHandle);
}
}
}
private void InitializeWindow()
{
var activeProcess = Device.Processes.ActiveApplication;
var nacp = activeProcess.ApplicationControlProperties;
int desiredLanguage = (int)Device.System.State.DesiredTitleLanguage;
string titleNameSection = string.IsNullOrWhiteSpace(nacp.Title[desiredLanguage].NameString.ToString()) ? string.Empty : $" - {nacp.Title[desiredLanguage].NameString.ToString()}";
string titleVersionSection = string.IsNullOrWhiteSpace(nacp.DisplayVersionString.ToString()) ? string.Empty : $" v{nacp.DisplayVersionString.ToString()}";
string titleIdSection = string.IsNullOrWhiteSpace(activeProcess.ProgramIdText) ? string.Empty : $" ({activeProcess.ProgramIdText.ToUpper()})";
string titleArchSection = activeProcess.Is64Bit ? " (64-bit)" : " (32-bit)";
WindowHandle = SDL_CreateWindow($"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, DefaultWidth, DefaultHeight, DefaultFlags | GetWindowFlags());
if (WindowHandle == IntPtr.Zero)
{
string errorMessage = $"SDL_CreateWindow failed with error \"{SDL_GetError()}\"";
Logger.Error?.Print(LogClass.Application, errorMessage);
throw new Exception(errorMessage);
}
SetWindowIcon();
_windowId = SDL_GetWindowID(WindowHandle);
SDL2Driver.Instance.RegisterWindow(_windowId, HandleWindowEvent);
Width = DefaultWidth;
Height = DefaultHeight;
}
private void HandleWindowEvent(SDL_Event evnt)
{
if (evnt.type == SDL_EventType.SDL_WINDOWEVENT)
{
switch (evnt.window.windowEvent)
{
case SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:
Width = evnt.window.data1;
Height = evnt.window.data2;
Renderer?.Window.SetSize(Width, Height);
MouseDriver.SetClientSize(Width, Height);
break;
case SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE:
Exit();
break;
default:
break;
}
}
else
{
MouseDriver.Update(evnt);
}
}
protected abstract void InitializeWindowRenderer();
protected abstract void InitializeRenderer();
protected abstract void FinalizeWindowRenderer();
protected abstract void SwapBuffers();
public abstract SDL_WindowFlags GetWindowFlags();
private string GetGpuVendorName()
{
return Renderer.GetHardwareInfo().GpuVendor;
}
public void Render()
{
InitializeWindowRenderer();
Device.Gpu.Renderer.Initialize(_glLogLevel);
InitializeRenderer();
_gpuVendorName = GetGpuVendorName();
Device.Gpu.Renderer.RunLoop(() =>
{
Device.Gpu.SetGpuThread();
Device.Gpu.InitializeShaderCache(_gpuCancellationTokenSource.Token);
Translator.IsReadyForTranslation.Set();
while (_isActive)
{
if (_isStopped)
{
return;
}
_ticks += _chrono.ElapsedTicks;
_chrono.Restart();
if (Device.WaitFifo())
{
Device.Statistics.RecordFifoStart();
Device.ProcessFrame();
Device.Statistics.RecordFifoEnd();
}
while (Device.ConsumeFrameAvailable())
{
Device.PresentFrame(SwapBuffers);
}
if (_ticks >= _ticksPerFrame)
{
string dockedMode = Device.System.State.DockedMode ? "Docked" : "Handheld";
float scale = Graphics.Gpu.GraphicsConfig.ResScale;
if (scale != 1)
{
dockedMode += $" ({scale}x)";
}
StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs(
Device.EnableDeviceVsync,
dockedMode,
Device.Configuration.AspectRatio.ToText(),
$"Game: {Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)",
$"FIFO: {Device.Statistics.GetFifoPercent():0.00} %",
$"GPU: {_gpuVendorName}"));
_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
}
}
// Make sure all commands in the run loop are fully executed before leaving the loop.
if (Device.Gpu.Renderer is ThreadedRenderer threaded)
{
threaded.FlushThreadedCommands();
}
_gpuDoneEvent.Set();
});
FinalizeWindowRenderer();
}
public void Exit()
{
TouchScreenManager?.Dispose();
NpadManager?.Dispose();
if (_isStopped)
{
return;
}
_gpuCancellationTokenSource.Cancel();
_isStopped = true;
_isActive = false;
_exitEvent.WaitOne();
_exitEvent.Dispose();
}
public void ProcessMainThreadQueue()
{
while (MainThreadActions.TryDequeue(out Action action))
{
action();
}
}
public void MainLoop()
{
while (_isActive)
{
UpdateFrame();
SDL_PumpEvents();
ProcessMainThreadQueue();
// Polling becomes expensive if it's not slept
Thread.Sleep(1);
}
_exitEvent.Set();
}
private void NVStutterWorkaround()
{
while (_isActive)
{
// When NVIDIA Threaded Optimization is on, the driver will snapshot all threads in the system whenever the application creates any new ones.
// The ThreadPool has something called a "GateThread" which terminates itself after some inactivity.
// However, it immediately starts up again, since the rules regarding when to terminate and when to start differ.
// This creates a new thread every second or so.
// The main problem with this is that the thread snapshot can take 70ms, is on the OpenGL thread and will delay rendering any graphics.
// This is a little over budget on a frame time of 16ms, so creates a large stutter.
// The solution is to keep the ThreadPool active so that it never has a reason to terminate the GateThread.
// TODO: This should be removed when the issue with the GateThread is resolved.
ThreadPool.QueueUserWorkItem((state) => { });
Thread.Sleep(300);
}
}
private bool UpdateFrame()
{
if (!_isActive)
{
return true;
}
if (_isStopped)
{
return false;
}
NpadManager.Update();
// Touchscreen
bool hasTouch = false;
// Get screen touch position
if (!_enableMouse)
{
hasTouch = TouchScreenManager.Update(true, (_inputManager.MouseDriver as SDL2MouseDriver).IsButtonPressed(MouseButton.Button1), _aspectRatio.ToFloat());
}
if (!hasTouch)
{
TouchScreenManager.Update(false);
}
Device.Hid.DebugPad.Update();
// TODO: Replace this with MouseDriver.CheckIdle() when mouse motion events are received on every supported platform.
MouseDriver.UpdatePosition();
return true;
}
public void Execute()
{
_chrono.Restart();
_isActive = true;
InitializeWindow();
Thread renderLoopThread = new Thread(Render)
{
Name = "GUI.RenderLoop"
};
renderLoopThread.Start();
Thread nvStutterWorkaround = null;
if (Renderer is Graphics.OpenGL.OpenGLRenderer)
{
nvStutterWorkaround = new Thread(NVStutterWorkaround)
{
Name = "GUI.NVStutterWorkaround"
};
nvStutterWorkaround.Start();
}
MainLoop();
// NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose.
// We only need to wait for all commands submitted during the main gpu loop to be processed.
_gpuDoneEvent.WaitOne();
_gpuDoneEvent.Dispose();
nvStutterWorkaround?.Join();
Exit();
}
public bool DisplayInputDialog(SoftwareKeyboardUiArgs args, out string userText)
{
// SDL2 doesn't support input dialogs
userText = "Ryujinx";
return true;
}
public bool DisplayMessageDialog(string title, string message)
{
SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags.SDL_MESSAGEBOX_INFORMATION, title, message, WindowHandle);
return true;
}
public bool DisplayMessageDialog(ControllerAppletUiArgs args)
{
string playerCount = args.PlayerCountMin == args.PlayerCountMax ? $"exactly {args.PlayerCountMin}" : $"{args.PlayerCountMin}-{args.PlayerCountMax}";
string message = $"Application requests {playerCount} player(s) with:\n\n"
+ $"TYPES: {args.SupportedStyles}\n\n"
+ $"PLAYERS: {string.Join(", ", args.SupportedPlayers)}\n\n"
+ (args.IsDocked ? "Docked mode set. Handheld is also invalid.\n\n" : "")
+ "Please reconfigure Input now and then press OK.";
return DisplayMessageDialog("Controller Applet", message);
}
public IDynamicTextInputHandler CreateDynamicTextInputHandler()
{
return new HeadlessDynamicTextInputHandler();
}
public void ExecuteProgram(Switch device, ProgramSpecifyKind kind, ulong value)
{
device.Configuration.UserChannelPersistence.ExecuteProgram(kind, value);
Exit();
}
public bool DisplayErrorAppletDialog(string title, string message, string[] buttonsText)
{
SDL_MessageBoxData data = new SDL_MessageBoxData
{
title = title,
message = message,
buttons = new SDL_MessageBoxButtonData[buttonsText.Length],
numbuttons = buttonsText.Length,
window = WindowHandle
};
for (int i = 0; i < buttonsText.Length; i++)
{
data.buttons[i] = new SDL_MessageBoxButtonData
{
buttonid = i,
text = buttonsText[i]
};
}
SDL_ShowMessageBox(ref data, out int _);
return true;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_isActive = false;
TouchScreenManager?.Dispose();
NpadManager.Dispose();
SDL2Driver.Instance.UnregisterWindow(_windowId);
SDL_DestroyWindow(WindowHandle);
SDL2Driver.Instance.Dispose();
}
}
}
}