JinxRyu/Ryujinx.Graphics.OpenGL/Renderer.cs
Mary 48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00

183 lines
5.3 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;
internal ResourcePool ResourcePool { get; }
public string GpuVendor { get; private set; }
public string GpuRenderer { get; private set; }
public string GpuVersion { get; private set; }
public Renderer()
{
_pipeline = new Pipeline();
_counters = new Counters();
_window = new Window(this);
_textureCopy = new TextureCopy(this);
_backgroundTextureCopy = new TextureCopy(this);
ResourcePool = new ResourcePool();
}
public IShader CompileShader(ShaderStage stage, string code)
{
return new Shader(stage, code);
}
public BufferHandle CreateBuffer(int size)
{
return Buffer.Create(size);
}
public IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
{
return new Program(shaders, transformFeedbackDescriptors);
}
public ISampler CreateSampler(SamplerCreateInfo info)
{
return new Sampler(info);
}
public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
{
if (info.Target == Target.TextureBuffer)
{
return new TextureBuffer(info);
}
else
{
return ResourcePool.GetTextureOrNull(info, scaleFactor) ?? new TextureStorage(this, info, scaleFactor).CreateDefaultView();
}
}
public void DeleteBuffer(BufferHandle buffer)
{
Buffer.Delete(buffer);
}
public byte[] GetBufferData(BufferHandle buffer, int offset, int size)
{
return Buffer.GetData(buffer, offset, size);
}
public Capabilities GetCapabilities()
{
return new Capabilities(
HwCapabilities.SupportsAstcCompression,
HwCapabilities.SupportsImageLoadFormatted,
HwCapabilities.SupportsNonConstantTextureOffset,
HwCapabilities.SupportsViewportSwizzle,
HwCapabilities.MaximumComputeSharedMemorySize,
HwCapabilities.MaximumSupportedAnisotropy,
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()
{
ResourcePool.Tick();
}
public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler)
{
return _counters.QueueReport(type, resultHandler);
}
public void Initialize(GraphicsDebugLevel glLogLevel)
{
Debugger.Initialize(glLogLevel);
PrintGpuInformation();
_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)
{
if (GraphicsContext.CurrentContext != null)
{
action(); // We have a context already - use that (assuming it is the main one).
}
else
{
_window.BackgroundContext.Invoke(action);
}
}
public void InitializeBackgroundContext(IGraphicsContext baseContext)
{
_window.InitializeBackgroundContext(baseContext);
}
public void Dispose()
{
_textureCopy.Dispose();
_backgroundTextureCopy.Dispose();
ResourcePool.Dispose();
_pipeline.Dispose();
_window.Dispose();
_counters.Dispose();
}
public IProgram LoadProgramBinary(byte[] programBinary)
{
Program program = new Program(programBinary);
if (program.IsLinked)
{
return program;
}
program.Dispose();
return null;
}
}
}