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authorTSR Berry <20988865+TSRBerry@users.noreply.github.com>2023-04-08 01:22:00 +0200
committerMary <thog@protonmail.com>2023-04-27 23:51:14 +0200
commitcee712105850ac3385cd0091a923438167433f9f (patch)
tree4a5274b21d8b7f938c0d0ce18736d3f2993b11b1 /src/Ryujinx.Graphics.Gpu/GpuContext.cs
parentcd124bda587ef09668a971fa1cac1c3f0cfc9f21 (diff)
Move solution and projects to src
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/GpuContext.cs')
-rw-r--r--src/Ryujinx.Graphics.Gpu/GpuContext.cs397
1 files changed, 397 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/GpuContext.cs b/src/Ryujinx.Graphics.Gpu/GpuContext.cs
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+using Ryujinx.Common;
+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Engine.GPFifo;
+using Ryujinx.Graphics.Gpu.Memory;
+using Ryujinx.Graphics.Gpu.Shader;
+using Ryujinx.Graphics.Gpu.Synchronization;
+using System;
+using System.Collections.Concurrent;
+using System.Collections.Generic;
+using System.Threading;
+
+namespace Ryujinx.Graphics.Gpu
+{
+ /// <summary>
+ /// GPU emulation context.
+ /// </summary>
+ public sealed class GpuContext : IDisposable
+ {
+ private const int NsToTicksFractionNumerator = 384;
+ private const int NsToTicksFractionDenominator = 625;
+
+ /// <summary>
+ /// Event signaled when the host emulation context is ready to be used by the gpu context.
+ /// </summary>
+ public ManualResetEvent HostInitalized { get; }
+
+ /// <summary>
+ /// Host renderer.
+ /// </summary>
+ public IRenderer Renderer { get; }
+
+ /// <summary>
+ /// GPU General Purpose FIFO queue.
+ /// </summary>
+ public GPFifoDevice GPFifo { get; }
+
+ /// <summary>
+ /// GPU synchronization manager.
+ /// </summary>
+ public SynchronizationManager Synchronization { get; }
+
+ /// <summary>
+ /// Presentation window.
+ /// </summary>
+ public Window Window { get; }
+
+ /// <summary>
+ /// Internal sequence number, used to avoid needless resource data updates
+ /// in the middle of a command buffer before synchronizations.
+ /// </summary>
+ internal int SequenceNumber { get; private set; }
+
+ /// <summary>
+ /// Internal sync number, used to denote points at which host synchronization can be requested.
+ /// </summary>
+ internal ulong SyncNumber { get; private set; }
+
+ /// <summary>
+ /// Actions to be performed when a CPU waiting syncpoint or barrier is triggered.
+ /// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
+ /// and the SyncNumber will be incremented.
+ /// </summary>
+ internal List<Action> SyncActions { get; }
+
+ /// <summary>
+ /// Actions to be performed when a CPU waiting syncpoint is triggered.
+ /// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
+ /// and the SyncNumber will be incremented.
+ /// </summary>
+ internal List<Action> SyncpointActions { get; }
+
+ /// <summary>
+ /// Buffer migrations that are currently in-flight. These are checked whenever sync is created to determine if buffer migration
+ /// copies have completed on the GPU, and their data can be freed.
+ /// </summary>
+ internal List<BufferMigration> BufferMigrations { get; }
+
+ /// <summary>
+ /// Queue with deferred actions that must run on the render thread.
+ /// </summary>
+ internal Queue<Action> DeferredActions { get; }
+
+ /// <summary>
+ /// Registry with physical memories that can be used with this GPU context, keyed by owner process ID.
+ /// </summary>
+ internal ConcurrentDictionary<ulong, PhysicalMemory> PhysicalMemoryRegistry { get; }
+
+ /// <summary>
+ /// Host hardware capabilities.
+ /// </summary>
+ internal Capabilities Capabilities;
+
+ /// <summary>
+ /// Event for signalling shader cache loading progress.
+ /// </summary>
+ public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
+
+ private Thread _gpuThread;
+ private bool _pendingSync;
+
+ /// <summary>
+ /// Creates a new instance of the GPU emulation context.
+ /// </summary>
+ /// <param name="renderer">Host renderer</param>
+ public GpuContext(IRenderer renderer)
+ {
+ Renderer = renderer;
+
+ GPFifo = new GPFifoDevice(this);
+
+ Synchronization = new SynchronizationManager();
+
+ Window = new Window(this);
+
+ HostInitalized = new ManualResetEvent(false);
+
+ SyncActions = new List<Action>();
+ SyncpointActions = new List<Action>();
+ BufferMigrations = new List<BufferMigration>();
+
+ DeferredActions = new Queue<Action>();
+
+ PhysicalMemoryRegistry = new ConcurrentDictionary<ulong, PhysicalMemory>();
+ }
+
+ /// <summary>
+ /// Creates a new GPU channel.
+ /// </summary>
+ /// <returns>The GPU channel</returns>
+ public GpuChannel CreateChannel()
+ {
+ return new GpuChannel(this);
+ }
+
+ /// <summary>
+ /// Creates a new GPU memory manager.
+ /// </summary>
+ /// <param name="pid">ID of the process that owns the memory manager</param>
+ /// <returns>The memory manager</returns>
+ /// <exception cref="ArgumentException">Thrown when <paramref name="pid"/> is invalid</exception>
+ public MemoryManager CreateMemoryManager(ulong pid)
+ {
+ if (!PhysicalMemoryRegistry.TryGetValue(pid, out var physicalMemory))
+ {
+ throw new ArgumentException("The PID is invalid or the process was not registered", nameof(pid));
+ }
+
+ return new MemoryManager(physicalMemory);
+ }
+
+ /// <summary>
+ /// Registers virtual memory used by a process for GPU memory access, caching and read/write tracking.
+ /// </summary>
+ /// <param name="pid">ID of the process that owns <paramref name="cpuMemory"/></param>
+ /// <param name="cpuMemory">Virtual memory owned by the process</param>
+ /// <exception cref="ArgumentException">Thrown if <paramref name="pid"/> was already registered</exception>
+ public void RegisterProcess(ulong pid, Cpu.IVirtualMemoryManagerTracked cpuMemory)
+ {
+ var physicalMemory = new PhysicalMemory(this, cpuMemory);
+ if (!PhysicalMemoryRegistry.TryAdd(pid, physicalMemory))
+ {
+ throw new ArgumentException("The PID was already registered", nameof(pid));
+ }
+
+ physicalMemory.ShaderCache.ShaderCacheStateChanged += ShaderCacheStateUpdate;
+ }
+
+ /// <summary>
+ /// Unregisters a process, indicating that its memory will no longer be used, and that caches can be freed.
+ /// </summary>
+ /// <param name="pid">ID of the process</param>
+ public void UnregisterProcess(ulong pid)
+ {
+ if (PhysicalMemoryRegistry.TryRemove(pid, out var physicalMemory))
+ {
+ physicalMemory.ShaderCache.ShaderCacheStateChanged -= ShaderCacheStateUpdate;
+ physicalMemory.Dispose();
+ }
+ }
+
+ /// <summary>
+ /// Converts a nanoseconds timestamp value to Maxwell time ticks.
+ /// </summary>
+ /// <remarks>
+ /// The frequency is 614400000 Hz.
+ /// </remarks>
+ /// <param name="nanoseconds">Timestamp in nanoseconds</param>
+ /// <returns>Maxwell ticks</returns>
+ private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
+ {
+ // We need to divide first to avoid overflows.
+ // We fix up the result later by calculating the difference and adding
+ // that to the result.
+ ulong divided = nanoseconds / NsToTicksFractionDenominator;
+
+ ulong rounded = divided * NsToTicksFractionDenominator;
+
+ ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator;
+
+ return divided * NsToTicksFractionNumerator + errorBias;
+ }
+
+ /// <summary>
+ /// Gets the value of the GPU timer.
+ /// </summary>
+ /// <returns>The current GPU timestamp</returns>
+ public ulong GetTimestamp()
+ {
+ ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds);
+
+ if (GraphicsConfig.FastGpuTime)
+ {
+ // Divide by some amount to report time as if operations were performed faster than they really are.
+ // This can prevent some games from switching to a lower resolution because rendering is too slow.
+ ticks /= 256;
+ }
+
+ return ticks;
+ }
+
+ /// <summary>
+ /// Shader cache state update handler.
+ /// </summary>
+ /// <param name="state">Current state of the shader cache load process</param>
+ /// <param name="current">Number of the current shader being processed</param>
+ /// <param name="total">Total number of shaders to process</param>
+ private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total)
+ {
+ ShaderCacheStateChanged?.Invoke(state, current, total);
+ }
+
+ /// <summary>
+ /// Initialize the GPU shader cache.
+ /// </summary>
+ public void InitializeShaderCache(CancellationToken cancellationToken)
+ {
+ HostInitalized.WaitOne();
+
+ foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
+ {
+ physicalMemory.ShaderCache.Initialize(cancellationToken);
+ }
+ }
+
+ /// <summary>
+ /// Sets the current thread as the main GPU thread.
+ /// </summary>
+ public void SetGpuThread()
+ {
+ _gpuThread = Thread.CurrentThread;
+
+ Capabilities = Renderer.GetCapabilities();
+ }
+
+ /// <summary>
+ /// Checks if the current thread is the GPU thread.
+ /// </summary>
+ /// <returns>True if the thread is the GPU thread, false otherwise</returns>
+ public bool IsGpuThread()
+ {
+ return _gpuThread == Thread.CurrentThread;
+ }
+
+ /// <summary>
+ /// Processes the queue of shaders that must save their binaries to the disk cache.
+ /// </summary>
+ public void ProcessShaderCacheQueue()
+ {
+ foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
+ {
+ physicalMemory.ShaderCache.ProcessShaderCacheQueue();
+ }
+ }
+
+ /// <summary>
+ /// Advances internal sequence number.
+ /// This forces the update of any modified GPU resource.
+ /// </summary>
+ internal void AdvanceSequence()
+ {
+ SequenceNumber++;
+ }
+
+ /// <summary>
+ /// Registers a buffer migration. These are checked to see if they can be disposed when the sync number increases,
+ /// and the migration copy has completed.
+ /// </summary>
+ /// <param name="migration">The buffer migration</param>
+ internal void RegisterBufferMigration(BufferMigration migration)
+ {
+ BufferMigrations.Add(migration);
+ _pendingSync = true;
+ }
+
+ /// <summary>
+ /// Registers an action to be performed the next time a syncpoint is incremented.
+ /// This will also ensure a host sync object is created, and <see cref="SyncNumber"/> is incremented.
+ /// </summary>
+ /// <param name="action">The action to be performed on sync object creation</param>
+ /// <param name="syncpointOnly">True if the sync action should only run when syncpoints are incremented</param>
+ public void RegisterSyncAction(Action action, bool syncpointOnly = false)
+ {
+ if (syncpointOnly)
+ {
+ SyncpointActions.Add(action);
+ }
+ else
+ {
+ SyncActions.Add(action);
+ _pendingSync = true;
+ }
+ }
+
+ /// <summary>
+ /// Creates a host sync object if there are any pending sync actions. The actions will then be called.
+ /// If no actions are present, a host sync object is not created.
+ /// </summary>
+ /// <param name="syncpoint">True if host sync is being created by a syncpoint</param>
+ /// <param name="strict">True if the sync should signal as soon as possible</param>
+ public void CreateHostSyncIfNeeded(bool syncpoint, bool strict)
+ {
+ if (BufferMigrations.Count > 0)
+ {
+ ulong currentSyncNumber = Renderer.GetCurrentSync();
+
+ for (int i = 0; i < BufferMigrations.Count; i++)
+ {
+ BufferMigration migration = BufferMigrations[i];
+ long diff = (long)(currentSyncNumber - migration.SyncNumber);
+
+ if (diff >= 0)
+ {
+ migration.Dispose();
+ BufferMigrations.RemoveAt(i--);
+ }
+ }
+ }
+
+ if (_pendingSync || (syncpoint && SyncpointActions.Count > 0))
+ {
+ Renderer.CreateSync(SyncNumber, strict);
+
+ SyncNumber++;
+
+ foreach (Action action in SyncActions)
+ {
+ action();
+ }
+
+ foreach (Action action in SyncpointActions)
+ {
+ action();
+ }
+
+ SyncActions.Clear();
+ SyncpointActions.Clear();
+ }
+
+ _pendingSync = false;
+ }
+
+ /// <summary>
+ /// Performs deferred actions.
+ /// This is useful for actions that must run on the render thread, such as resource disposal.
+ /// </summary>
+ internal void RunDeferredActions()
+ {
+ while (DeferredActions.TryDequeue(out Action action))
+ {
+ action();
+ }
+ }
+
+ /// <summary>
+ /// Disposes all GPU resources currently cached.
+ /// It's an error to push any GPU commands after disposal.
+ /// Additionally, the GPU commands FIFO must be empty for disposal,
+ /// and processing of all commands must have finished.
+ /// </summary>
+ public void Dispose()
+ {
+ Renderer.Dispose();
+ GPFifo.Dispose();
+ HostInitalized.Dispose();
+
+ // Has to be disposed before processing deferred actions, as it will produce some.
+ foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
+ {
+ physicalMemory.Dispose();
+ }
+
+ PhysicalMemoryRegistry.Clear();
+
+ RunDeferredActions();
+ }
+ }
+} \ No newline at end of file