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Ryujinx/Ryujinx.Graphics.OpenGL/Renderer.cs
gdkchan 3bd357045f
Do not allow render targets not explicitly written by the fragment shader to be modified (#3063)
* Do not allow render targets not explicitly written by the fragment shader to be modified

* Shader cache version bump

* Remove blank lines

* Avoid redundant color mask updates

* HostShaderCacheEntry can be null

* Avoid more redundant glColorMask calls

* nit: Mask -> Masks

* Fix currentComponentMask

* More efficient way to update _currentComponentMasks
2022-02-16 23:15:39 +01:00

230 lines
7.5 KiB
C#

using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.OpenGL.Image;
using Ryujinx.Graphics.OpenGL.Queries;
using Ryujinx.Graphics.Shader;
using System;
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;
private TextureCopy _textureCopy;
private TextureCopy _backgroundTextureCopy;
internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy;
private Sync _sync;
public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
internal PersistentBuffers PersistentBuffers { get; }
internal ResourcePool ResourcePool { get; }
internal int BufferCount { get; private set; }
public string GpuVendor { get; private set; }
public string GpuRenderer { get; private set; }
public string GpuVersion { get; private set; }
public bool PreferThreading => true;
public Renderer()
{
_pipeline = new Pipeline();
_counters = new Counters();
_window = new Window(this);
_textureCopy = new TextureCopy(this);
_backgroundTextureCopy = new TextureCopy(this);
_sync = new Sync();
PersistentBuffers = new PersistentBuffers();
ResourcePool = new ResourcePool();
}
public IShader CompileShader(ShaderStage stage, string code)
{
return new Shader(stage, code);
}
public BufferHandle CreateBuffer(int size)
{
BufferCount++;
return Buffer.Create(size);
}
public IProgram CreateProgram(IShader[] shaders, ShaderInfo info)
{
return new Program(shaders, info.FragmentOutputMap);
}
public ISampler CreateSampler(SamplerCreateInfo info)
{
return new Sampler(info);
}
public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
{
if (info.Target == Target.TextureBuffer)
{
return new TextureBuffer(this, info);
}
else
{
return ResourcePool.GetTextureOrNull(info, scaleFactor) ?? new TextureStorage(this, info, scaleFactor).CreateDefaultView();
}
}
public void DeleteBuffer(BufferHandle buffer)
{
Buffer.Delete(buffer);
}
public ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
{
return Buffer.GetData(this, buffer, offset, size);
}
public Capabilities GetCapabilities()
{
return new Capabilities(
hasFrontFacingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
hasVectorIndexingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows,
supportsAstcCompression: HwCapabilities.SupportsAstcCompression,
supports3DTextureCompression: false,
supportsBgraFormat: false,
supportsR4G4Format: false,
supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
supportsIndirectParameters: HwCapabilities.SupportsIndirectParameters,
maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment);
}
public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
{
Buffer.SetData(buffer, offset, data);
}
public void UpdateCounters()
{
_counters.Update();
}
public void PreFrame()
{
_sync.Cleanup();
ResourcePool.Tick();
}
public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
{
return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount, hostReserved);
}
public void Initialize(GraphicsDebugLevel glLogLevel)
{
Debugger.Initialize(glLogLevel);
PrintGpuInformation();
if (HwCapabilities.SupportsParallelShaderCompile)
{
GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
}
_pipeline.Initialize(this);
_counters.Initialize();
}
private void PrintGpuInformation()
{
GpuVendor = GL.GetString(StringName.Vendor);
GpuRenderer = GL.GetString(StringName.Renderer);
GpuVersion = GL.GetString(StringName.Version);
Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
}
public void ResetCounter(CounterType type)
{
_counters.QueueReset(type);
}
public void BackgroundContextAction(Action action, bool alwaysBackground = false)
{
// alwaysBackground is ignored, since we cannot switch from the current context.
if (IOpenGLContext.HasContext())
{
action(); // We have a context already - use that (assuming it is the main one).
}
else
{
_window.BackgroundContext.Invoke(action);
}
}
public void InitializeBackgroundContext(IOpenGLContext baseContext)
{
_window.InitializeBackgroundContext(baseContext);
}
public void Dispose()
{
_textureCopy.Dispose();
_backgroundTextureCopy.Dispose();
PersistentBuffers.Dispose();
ResourcePool.Dispose();
_pipeline.Dispose();
_window.Dispose();
_counters.Dispose();
_sync.Dispose();
}
public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
{
return new Program(programBinary, hasFragmentShader, info.FragmentOutputMap);
}
public void CreateSync(ulong id)
{
_sync.Create(id);
}
public void WaitSync(ulong id)
{
_sync.Wait(id);
}
public void Screenshot()
{
_window.ScreenCaptureRequested = true;
}
public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
{
ScreenCaptured?.Invoke(this, bitmap);
}
}
}