From cee712105850ac3385cd0091a923438167433f9f Mon Sep 17 00:00:00 2001 From: TSR Berry <20988865+TSRBerry@users.noreply.github.com> Date: Sat, 8 Apr 2023 01:22:00 +0200 Subject: Move solution and projects to src --- src/Ryujinx.Graphics.Gpu/GpuContext.cs | 397 +++++++++++++++++++++++++++++++++ 1 file changed, 397 insertions(+) create mode 100644 src/Ryujinx.Graphics.Gpu/GpuContext.cs (limited to 'src/Ryujinx.Graphics.Gpu/GpuContext.cs') 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 +{ + /// + /// GPU emulation context. + /// + public sealed class GpuContext : IDisposable + { + private const int NsToTicksFractionNumerator = 384; + private const int NsToTicksFractionDenominator = 625; + + /// + /// Event signaled when the host emulation context is ready to be used by the gpu context. + /// + public ManualResetEvent HostInitalized { get; } + + /// + /// Host renderer. + /// + public IRenderer Renderer { get; } + + /// + /// GPU General Purpose FIFO queue. + /// + public GPFifoDevice GPFifo { get; } + + /// + /// GPU synchronization manager. + /// + public SynchronizationManager Synchronization { get; } + + /// + /// Presentation window. + /// + public Window Window { get; } + + /// + /// Internal sequence number, used to avoid needless resource data updates + /// in the middle of a command buffer before synchronizations. + /// + internal int SequenceNumber { get; private set; } + + /// + /// Internal sync number, used to denote points at which host synchronization can be requested. + /// + internal ulong SyncNumber { get; private set; } + + /// + /// 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 , + /// and the SyncNumber will be incremented. + /// + internal List SyncActions { get; } + + /// + /// 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 , + /// and the SyncNumber will be incremented. + /// + internal List SyncpointActions { get; } + + /// + /// 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. + /// + internal List BufferMigrations { get; } + + /// + /// Queue with deferred actions that must run on the render thread. + /// + internal Queue DeferredActions { get; } + + /// + /// Registry with physical memories that can be used with this GPU context, keyed by owner process ID. + /// + internal ConcurrentDictionary PhysicalMemoryRegistry { get; } + + /// + /// Host hardware capabilities. + /// + internal Capabilities Capabilities; + + /// + /// Event for signalling shader cache loading progress. + /// + public event Action ShaderCacheStateChanged; + + private Thread _gpuThread; + private bool _pendingSync; + + /// + /// Creates a new instance of the GPU emulation context. + /// + /// Host renderer + public GpuContext(IRenderer renderer) + { + Renderer = renderer; + + GPFifo = new GPFifoDevice(this); + + Synchronization = new SynchronizationManager(); + + Window = new Window(this); + + HostInitalized = new ManualResetEvent(false); + + SyncActions = new List(); + SyncpointActions = new List(); + BufferMigrations = new List(); + + DeferredActions = new Queue(); + + PhysicalMemoryRegistry = new ConcurrentDictionary(); + } + + /// + /// Creates a new GPU channel. + /// + /// The GPU channel + public GpuChannel CreateChannel() + { + return new GpuChannel(this); + } + + /// + /// Creates a new GPU memory manager. + /// + /// ID of the process that owns the memory manager + /// The memory manager + /// Thrown when is invalid + 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); + } + + /// + /// Registers virtual memory used by a process for GPU memory access, caching and read/write tracking. + /// + /// ID of the process that owns + /// Virtual memory owned by the process + /// Thrown if was already registered + 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; + } + + /// + /// Unregisters a process, indicating that its memory will no longer be used, and that caches can be freed. + /// + /// ID of the process + public void UnregisterProcess(ulong pid) + { + if (PhysicalMemoryRegistry.TryRemove(pid, out var physicalMemory)) + { + physicalMemory.ShaderCache.ShaderCacheStateChanged -= ShaderCacheStateUpdate; + physicalMemory.Dispose(); + } + } + + /// + /// Converts a nanoseconds timestamp value to Maxwell time ticks. + /// + /// + /// The frequency is 614400000 Hz. + /// + /// Timestamp in nanoseconds + /// Maxwell ticks + 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; + } + + /// + /// Gets the value of the GPU timer. + /// + /// The current GPU timestamp + 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; + } + + /// + /// Shader cache state update handler. + /// + /// Current state of the shader cache load process + /// Number of the current shader being processed + /// Total number of shaders to process + private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total) + { + ShaderCacheStateChanged?.Invoke(state, current, total); + } + + /// + /// Initialize the GPU shader cache. + /// + public void InitializeShaderCache(CancellationToken cancellationToken) + { + HostInitalized.WaitOne(); + + foreach (var physicalMemory in PhysicalMemoryRegistry.Values) + { + physicalMemory.ShaderCache.Initialize(cancellationToken); + } + } + + /// + /// Sets the current thread as the main GPU thread. + /// + public void SetGpuThread() + { + _gpuThread = Thread.CurrentThread; + + Capabilities = Renderer.GetCapabilities(); + } + + /// + /// Checks if the current thread is the GPU thread. + /// + /// True if the thread is the GPU thread, false otherwise + public bool IsGpuThread() + { + return _gpuThread == Thread.CurrentThread; + } + + /// + /// Processes the queue of shaders that must save their binaries to the disk cache. + /// + public void ProcessShaderCacheQueue() + { + foreach (var physicalMemory in PhysicalMemoryRegistry.Values) + { + physicalMemory.ShaderCache.ProcessShaderCacheQueue(); + } + } + + /// + /// Advances internal sequence number. + /// This forces the update of any modified GPU resource. + /// + internal void AdvanceSequence() + { + SequenceNumber++; + } + + /// + /// 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. + /// + /// The buffer migration + internal void RegisterBufferMigration(BufferMigration migration) + { + BufferMigrations.Add(migration); + _pendingSync = true; + } + + /// + /// Registers an action to be performed the next time a syncpoint is incremented. + /// This will also ensure a host sync object is created, and is incremented. + /// + /// The action to be performed on sync object creation + /// True if the sync action should only run when syncpoints are incremented + public void RegisterSyncAction(Action action, bool syncpointOnly = false) + { + if (syncpointOnly) + { + SyncpointActions.Add(action); + } + else + { + SyncActions.Add(action); + _pendingSync = true; + } + } + + /// + /// 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. + /// + /// True if host sync is being created by a syncpoint + /// True if the sync should signal as soon as possible + 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; + } + + /// + /// Performs deferred actions. + /// This is useful for actions that must run on the render thread, such as resource disposal. + /// + internal void RunDeferredActions() + { + while (DeferredActions.TryDequeue(out Action action)) + { + action(); + } + } + + /// + /// 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. + /// + 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 -- cgit v1.2.3