diff options
| author | TSR Berry <20988865+TSRBerry@users.noreply.github.com> | 2023-04-08 01:22:00 +0200 |
|---|---|---|
| committer | Mary <thog@protonmail.com> | 2023-04-27 23:51:14 +0200 |
| commit | cee712105850ac3385cd0091a923438167433f9f (patch) | |
| tree | 4a5274b21d8b7f938c0d0ce18736d3f2993b11b1 /src/Ryujinx.Graphics.Gpu/GpuContext.cs | |
| parent | cd124bda587ef09668a971fa1cac1c3f0cfc9f21 (diff) | |
Move solution and projects to src
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/GpuContext.cs')
| -rw-r--r-- | src/Ryujinx.Graphics.Gpu/GpuContext.cs | 397 |
1 files changed, 397 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/GpuContext.cs b/src/Ryujinx.Graphics.Gpu/GpuContext.cs new file mode 100644 index 00000000..91758863 --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/GpuContext.cs @@ -0,0 +1,397 @@ +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(); + } + } +}
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