Archived
1
0
Fork 0
forked from Mirror/Ryujinx
This repository has been archived on 2024-10-11. You can view files and clone it, but cannot push or open issues or pull requests.
jinx/Ryujinx.Graphics.GAL/IRenderer.cs
riperiperi a1f77a5b6a
Implement lazy flush-on-read for Buffers (SSBO/Copy) (#1790)
* Initial implementation of buffer flush (VERY WIP)

* Host shaders need to be rebuilt for the SSBO write flag.

* New approach with reserved regions and gl sync

* Fix a ton of buffer issues.

* Remove unused buffer unmapped behaviour

* Revert "Remove unused buffer unmapped behaviour"

This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece.

* Delete modified ranges on unmap

Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap.

* Cache some more delegates.

* Dispose Sync on Close

* Also create host sync for GPFifo syncpoint increment.

* Copy buffer optimization, add docs

* Fix race condition with OpenGL Sync

* Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle

* Performance: Only flush individual pages of SSBO at a time

This avoids flushing large amounts of data when only a small amount is actually used.

* Signal Modified rather than flushing after clear

* Fix some docs and code style.

* Introduce a new test for tracking memory protection.

Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master)

* Address Comments

* Add host sync for SetReference

This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise.

* Make PageAlign static

* Re-enable read tracking, for reads.
2021-01-17 17:08:06 -03:00

48 lines
1.2 KiB
C#

using Ryujinx.Common.Configuration;
using Ryujinx.Graphics.Shader;
using System;
namespace Ryujinx.Graphics.GAL
{
public interface IRenderer : IDisposable
{
IPipeline Pipeline { get; }
IWindow Window { get; }
void BackgroundContextAction(Action action);
IShader CompileShader(ShaderStage stage, string code);
BufferHandle CreateBuffer(int size);
IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors);
ISampler CreateSampler(SamplerCreateInfo info);
ITexture CreateTexture(TextureCreateInfo info, float scale);
void CreateSync(ulong id);
void DeleteBuffer(BufferHandle buffer);
byte[] GetBufferData(BufferHandle buffer, int offset, int size);
Capabilities GetCapabilities();
IProgram LoadProgramBinary(byte[] programBinary);
void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
void UpdateCounters();
void PreFrame();
ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler);
void ResetCounter(CounterType type);
void WaitSync(ulong id);
void Initialize(GraphicsDebugLevel logLevel);
}
}