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Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
148 lines
4.5 KiB
C#
148 lines
4.5 KiB
C#
using Ryujinx.Common.Configuration;
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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.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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/// Event signaled when the gpu context is ready to be used.
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/// </summary>
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public ManualResetEvent ReadyEvent { 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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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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/// 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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ReadyEvent = new ManualResetEvent(false);
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}
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/// <summary>
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/// Initialize the GPU emulation context.
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/// </summary>
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/// <param name="logLevel">The log level required.</param>
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public void Initialize(GraphicsDebugLevel logLevel)
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{
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HostInitalized.WaitOne();
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Renderer.Initialize(logLevel);
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Methods.ShaderCache.Initialize();
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ReadyEvent.Set();
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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.MemoryManager 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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/// 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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Methods.ShaderCache.Dispose();
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Methods.BufferManager.Dispose();
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Methods.TextureManager.Dispose();
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Renderer.Dispose();
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GPFifo.Dispose();
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HostInitalized.Dispose();
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ReadyEvent.Dispose();
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}
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}
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} |