R/Ryujinx.Graphics.Gpu/GpuChannel.cs
gdkchan a10b2c5ff2
Initial support for GPU channels (#2372)
* Ground work for separate GPU channels

* Rename TextureManager to TextureCache

* Decouple texture bindings management from the texture cache

* Rename BufferManager to BufferCache

* Decouple buffer bindings management from the buffer cache

* More comments and proper disposal

* PR feedback

* Force host state update on channel switch

* Typo

* PR feedback

* Missing using
2021-06-24 01:51:41 +02:00

78 lines
2.5 KiB
C#

using Ryujinx.Graphics.Gpu.Engine.GPFifo;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using System;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// Represents a GPU channel.
/// </summary>
public class GpuChannel : IDisposable
{
private readonly GpuContext _context;
private readonly GPFifoDevice _device;
private readonly GPFifoProcessor _processor;
/// <summary>
/// Channel buffer bindings manager.
/// </summary>
internal BufferManager BufferManager { get; }
/// <summary>
/// Channel texture bindings manager.
/// </summary>
internal TextureManager TextureManager { get; }
/// <summary>
/// Creates a new instance of a GPU channel.
/// </summary>
/// <param name="context">GPU context that the channel belongs to</param>
internal GpuChannel(GpuContext context)
{
_context = context;
_device = context.GPFifo;
_processor = new GPFifoProcessor(context, this);
BufferManager = new BufferManager(context);
TextureManager = new TextureManager(context, this);
}
/// <summary>
/// Push a GPFIFO entry in the form of a prefetched command buffer.
/// It is intended to be used by nvservices to handle special cases.
/// </summary>
/// <param name="commandBuffer">The command buffer containing the prefetched commands</param>
public void PushHostCommandBuffer(int[] commandBuffer)
{
_device.PushHostCommandBuffer(_processor, commandBuffer);
}
/// <summary>
/// Pushes GPFIFO entries.
/// </summary>
/// <param name="entries">GPFIFO entries</param>
public void PushEntries(ReadOnlySpan<ulong> entries)
{
_device.PushEntries(_processor, entries);
}
/// <summary>
/// Disposes the GPU channel.
/// It's an error to use the GPU channel after disposal.
/// </summary>
public void Dispose()
{
_context.DisposedChannels.Enqueue(this);
}
/// <summary>
/// Performs disposal of the host GPU resources used by this channel, that are not shared.
/// This must only be called from the render thread.
/// </summary>
internal void Destroy()
{
BufferManager.Dispose();
TextureManager.Dispose();
}
}
}