Small OpenGL Renderer refactoring (#177)

* Call OpenGL functions directly, remove the pfifo thread, some refactoring

* Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later)

* Organized the Gpu folder a bit more, renamed a few things, address PR feedback

* Make PerformanceStatistics thread safe

* Remove unused constant

* Use unlimited update rate for better pref
This commit is contained in:
gdkchan 2018-06-23 21:39:25 -03:00 committed by GitHub
parent 69697957e6
commit e7559f128f
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
58 changed files with 518 additions and 633 deletions

View file

@ -2,7 +2,7 @@ using OpenTK.Graphics.OpenGL;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLBlend
public class OGLBlend : IGalBlend
{
public void Enable()
{

View file

@ -5,7 +5,7 @@ using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLFrameBuffer
public class OGLFrameBuffer : IGalFrameBuffer
{
private struct Rect
{
@ -16,9 +16,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
public Rect(int X, int Y, int Width, int Height)
{
this.X = X;
this.Y = Y;
this.Width = Width;
this.X = X;
this.Y = Y;
this.Width = Width;
this.Height = Height;
}
}
@ -76,14 +76,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
Shader = new ShaderProgram();
}
public void Create(long Tag, int Width, int Height)
public void Create(long Key, int Width, int Height)
{
//TODO: We should either use the original frame buffer size,
//or just remove the Width/Height arguments.
Width = Window.Width;
Height = Window.Height;
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
if (Fb.Width != Width ||
Fb.Height != Height)
@ -127,12 +127,12 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.Viewport(0, 0, Width, Height);
Fbs.Add(Tag, Fb);
Fbs.Add(Key, Fb);
}
public void Bind(long Tag)
public void Bind(long Key)
{
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
@ -140,9 +140,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
public void BindTexture(long Tag, int Index)
public void BindTexture(long Key, int Index)
{
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
GL.ActiveTexture(TextureUnit.Texture0 + Index);
@ -150,9 +150,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
public void Set(long Tag)
public void Set(long Key)
{
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
CurrTexHandle = Fb.TexHandle;
}
@ -185,10 +185,17 @@ namespace Ryujinx.Graphics.Gal.OpenGL
CurrTexHandle = RawFbTexHandle;
}
public void SetTransform(Matrix2 Transform, Vector2 Offs)
public void SetTransform(float SX, float SY, float Rotate, float TX, float TY)
{
EnsureInitialized();
Matrix2 Transform;
Transform = Matrix2.CreateScale(SX, SY);
Transform *= Matrix2.CreateRotation(Rotate);
Vector2 Offs = new Vector2(TX, TY);
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
GL.UseProgram(Shader.Handle);
@ -270,9 +277,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
public void GetBufferData(long Tag, Action<byte[]> Callback)
public void GetBufferData(long Key, Action<byte[]> Callback)
{
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, Fb.Handle);

View file

@ -4,7 +4,7 @@ using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLRasterizer
public class OGLRasterizer : IGalRasterizer
{
private static Dictionary<GalVertexAttribSize, int> AttribElements =
new Dictionary<GalVertexAttribSize, int>()
@ -74,8 +74,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
ClearBufferMask Mask = 0;
//OpenGL doesn't support clearing just a single color channel,
//so we can't just clear all channels...
//TODO: Use glColorMask to clear just the specified channels.
if (Flags.HasFlag(GalClearBufferFlags.ColorRed) &&
Flags.HasFlag(GalClearBufferFlags.ColorGreen) &&
Flags.HasFlag(GalClearBufferFlags.ColorBlue) &&
@ -97,45 +96,43 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.Clear(Mask);
}
public bool IsVboCached(long Tag, long DataSize)
public bool IsVboCached(long Key, long DataSize)
{
return VboCache.TryGetSize(Tag, out long Size) && Size == DataSize;
return VboCache.TryGetSize(Key, out long Size) && Size == DataSize;
}
public bool IsIboCached(long Tag, long DataSize)
public bool IsIboCached(long Key, long DataSize)
{
return IboCache.TryGetSize(Tag, out long Size) && Size == DataSize;
return IboCache.TryGetSize(Key, out long Size) && Size == DataSize;
}
public void CreateVbo(long Tag, byte[] Buffer)
public void CreateVbo(long Key, byte[] Buffer)
{
int Handle = GL.GenBuffer();
VboCache.AddOrUpdate(Tag, Handle, (uint)Buffer.Length);
VboCache.AddOrUpdate(Key, Handle, (uint)Buffer.Length);
IntPtr Length = new IntPtr(Buffer.Length);
GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
}
public void CreateIbo(long Tag, byte[] Buffer)
public void CreateIbo(long Key, byte[] Buffer)
{
int Handle = GL.GenBuffer();
IboCache.AddOrUpdate(Tag, Handle, (uint)Buffer.Length);
IboCache.AddOrUpdate(Key, Handle, (uint)Buffer.Length);
IntPtr Length = new IntPtr(Buffer.Length);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, Handle);
GL.BufferData(BufferTarget.ElementArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
}
public void SetVertexArray(int VbIndex, int Stride, long VboTag, GalVertexAttrib[] Attribs)
public void SetVertexArray(int VbIndex, int Stride, long VboKey, GalVertexAttrib[] Attribs)
{
if (!VboCache.TryGetValue(VboTag, out int VboHandle))
if (!VboCache.TryGetValue(VboKey, out int VboHandle))
{
return;
}
@ -178,11 +175,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Stride, Offset);
}
GL.BindVertexArray(0);
}
public void SetIndexArray(long Tag, int Size, GalIndexFormat Format)
public void SetIndexArray(long Key, int Size, GalIndexFormat Format)
{
IndexBuffer.Type = OGLEnumConverter.GetDrawElementsType(Format);
@ -201,9 +196,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
}
public void DrawElements(long IboTag, int First, GalPrimitiveType PrimType)
public void DrawElements(long IboKey, int First, GalPrimitiveType PrimType)
{
if (!IboCache.TryGetValue(IboTag, out int IboHandle))
if (!IboCache.TryGetValue(IboKey, out int IboHandle))
{
return;
}

View file

@ -0,0 +1,50 @@
using System;
using System.Collections.Concurrent;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OGLRenderer : IGalRenderer
{
public IGalBlend Blend { get; private set; }
public IGalFrameBuffer FrameBuffer { get; private set; }
public IGalRasterizer Rasterizer { get; private set; }
public IGalShader Shader { get; private set; }
public IGalTexture Texture { get; private set; }
private ConcurrentQueue<Action> ActionsQueue;
public OGLRenderer()
{
Blend = new OGLBlend();
FrameBuffer = new OGLFrameBuffer();
Rasterizer = new OGLRasterizer();
Shader = new OGLShader();
Texture = new OGLTexture();
ActionsQueue = new ConcurrentQueue<Action>();
}
public void QueueAction(Action ActionMthd)
{
ActionsQueue.Enqueue(ActionMthd);
}
public void RunActions()
{
int Count = ActionsQueue.Count;
while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
{
RenderAction();
}
}
}
}

View file

@ -7,7 +7,7 @@ using System.Linq;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLShader
public class OGLShader : IGalShader
{
private class ShaderStage : IDisposable
{
@ -84,9 +84,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
Programs = new Dictionary<ShaderProgram, int>();
}
public void Create(IGalMemory Memory, long Tag, GalShaderType Type)
public void Create(IGalMemory Memory, long Key, GalShaderType Type)
{
Stages.GetOrAdd(Tag, (Key) => ShaderStageFactory(Memory, Tag, Type));
Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, Type));
}
private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type)
@ -107,9 +107,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
return Decompiler.Decompile(Memory, Position + 0x50, Type);
}
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
{
if (Stages.TryGetValue(Tag, out ShaderStage Stage))
if (Stages.TryGetValue(Key, out ShaderStage Stage))
{
return Stage.TextureUsage;
}
@ -117,11 +117,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
return Enumerable.Empty<ShaderDeclInfo>();
}
public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
public void SetConstBuffer(long Key, int Cbuf, byte[] Data)
{
BindProgram();
if (Stages.TryGetValue(Tag, out ShaderStage Stage))
if (Stages.TryGetValue(Key, out ShaderStage Stage))
{
foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
{
@ -144,7 +144,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
public void SetUniform1(string UniformName, int Value)
public void EnsureTextureBinding(string UniformName, int Value)
{
BindProgram();
@ -153,18 +153,18 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.Uniform1(Location, Value);
}
public void SetUniform2F(string UniformName, float X, float Y)
public void SetFlip(float X, float Y)
{
BindProgram();
int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
int Location = GL.GetUniformLocation(CurrentProgramHandle, GlslDecl.FlipUniformName);
GL.Uniform2(Location, X, Y);
}
public void Bind(long Tag)
public void Bind(long Key)
{
if (Stages.TryGetValue(Tag, out ShaderStage Stage))
if (Stages.TryGetValue(Key, out ShaderStage Stage))
{
Bind(Stage);
}

View file

@ -4,7 +4,7 @@ using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLTexture
public class OGLTexture : IGalTexture
{
private class TCE
{
@ -31,11 +31,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.DeleteTexture(CachedTexture.Handle);
}
public void Create(long Tag, byte[] Data, GalTexture Texture)
public void Create(long Key, byte[] Data, GalTexture Texture)
{
int Handle = GL.GenTexture();
TextureCache.AddOrUpdate(Tag, new TCE(Handle, Texture), (uint)Data.Length);
TextureCache.AddOrUpdate(Key, new TCE(Handle, Texture), (uint)Data.Length);
GL.BindTexture(TextureTarget.Texture2D, Handle);
@ -146,11 +146,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
throw new ArgumentException(nameof(Format));
}
public bool TryGetCachedTexture(long Tag, long DataSize, out GalTexture Texture)
public bool TryGetCachedTexture(long Key, long DataSize, out GalTexture Texture)
{
if (TextureCache.TryGetSize(Tag, out long Size) && Size == DataSize)
if (TextureCache.TryGetSize(Key, out long Size) && Size == DataSize)
{
if (TextureCache.TryGetValue(Tag, out TCE CachedTexture))
if (TextureCache.TryGetValue(Key, out TCE CachedTexture))
{
Texture = CachedTexture.Texture;
@ -163,9 +163,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
return false;
}
public void Bind(long Tag, int Index)
public void Bind(long Key, int Index)
{
if (TextureCache.TryGetValue(Tag, out TCE CachedTexture))
if (TextureCache.TryGetValue(Key, out TCE CachedTexture))
{
GL.ActiveTexture(TextureUnit.Texture0 + Index);
@ -173,7 +173,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
public static void Set(GalTextureSampler Sampler)
public void SetSampler(GalTextureSampler Sampler)
{
int WrapS = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressU);
int WrapT = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressV);

View file

@ -1,284 +0,0 @@
using OpenTK;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OpenGLRenderer : IGalRenderer
{
private OGLBlend Blend;
private OGLFrameBuffer FrameBuffer;
private OGLRasterizer Rasterizer;
private OGLShader Shader;
private OGLTexture Texture;
private ConcurrentQueue<Action> ActionsQueue;
public OpenGLRenderer()
{
Blend = new OGLBlend();
FrameBuffer = new OGLFrameBuffer();
Rasterizer = new OGLRasterizer();
Shader = new OGLShader();
Texture = new OGLTexture();
ActionsQueue = new ConcurrentQueue<Action>();
}
public void QueueAction(Action ActionMthd)
{
ActionsQueue.Enqueue(ActionMthd);
}
public void RunActions()
{
int Count = ActionsQueue.Count;
while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
{
RenderAction();
}
}
public void Render()
{
FrameBuffer.Render();
}
public void SetWindowSize(int Width, int Height)
{
FrameBuffer.SetWindowSize(Width, Height);
}
public void SetBlendEnable(bool Enable)
{
if (Enable)
{
ActionsQueue.Enqueue(() => Blend.Enable());
}
else
{
ActionsQueue.Enqueue(() => Blend.Disable());
}
}
public void SetBlend(
GalBlendEquation Equation,
GalBlendFactor FuncSrc,
GalBlendFactor FuncDst)
{
ActionsQueue.Enqueue(() => Blend.Set(Equation, FuncSrc, FuncDst));
}
public void SetBlendSeparate(
GalBlendEquation EquationRgb,
GalBlendEquation EquationAlpha,
GalBlendFactor FuncSrcRgb,
GalBlendFactor FuncDstRgb,
GalBlendFactor FuncSrcAlpha,
GalBlendFactor FuncDstAlpha)
{
ActionsQueue.Enqueue(() =>
{
Blend.SetSeparate(
EquationRgb,
EquationAlpha,
FuncSrcRgb,
FuncDstRgb,
FuncSrcAlpha,
FuncDstAlpha);
});
}
public void CreateFrameBuffer(long Tag, int Width, int Height)
{
ActionsQueue.Enqueue(() => FrameBuffer.Create(Tag, Width, Height));
}
public void BindFrameBuffer(long Tag)
{
ActionsQueue.Enqueue(() => FrameBuffer.Bind(Tag));
}
public void BindFrameBufferTexture(long Tag, int Index, GalTextureSampler Sampler)
{
ActionsQueue.Enqueue(() =>
{
FrameBuffer.BindTexture(Tag, Index);
OGLTexture.Set(Sampler);
});
}
public void SetFrameBuffer(long Tag)
{
ActionsQueue.Enqueue(() => FrameBuffer.Set(Tag));
}
public void SetFrameBuffer(byte[] Data, int Width, int Height)
{
ActionsQueue.Enqueue(() => FrameBuffer.Set(Data, Width, Height));
}
public void SetFrameBufferTransform(float SX, float SY, float Rotate, float TX, float TY)
{
Matrix2 Transform;
Transform = Matrix2.CreateScale(SX, SY);
Transform *= Matrix2.CreateRotation(Rotate);
Vector2 Offs = new Vector2(TX, TY);
ActionsQueue.Enqueue(() => FrameBuffer.SetTransform(Transform, Offs));
}
public void SetViewport(int X, int Y, int Width, int Height)
{
ActionsQueue.Enqueue(() => FrameBuffer.SetViewport(X, Y, Width, Height));
}
public void GetFrameBufferData(long Tag, Action<byte[]> Callback)
{
ActionsQueue.Enqueue(() => FrameBuffer.GetBufferData(Tag, Callback));
}
public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
{
ActionsQueue.Enqueue(() => Rasterizer.ClearBuffers(RtIndex, Flags));
}
public bool IsVboCached(long Tag, long DataSize)
{
return Rasterizer.IsVboCached(Tag, DataSize);
}
public bool IsIboCached(long Tag, long DataSize)
{
return Rasterizer.IsIboCached(Tag, DataSize);
}
public void CreateVbo(long Tag, byte[] Buffer)
{
ActionsQueue.Enqueue(() => Rasterizer.CreateVbo(Tag, Buffer));
}
public void CreateIbo(long Tag, byte[] Buffer)
{
ActionsQueue.Enqueue(() => Rasterizer.CreateIbo(Tag, Buffer));
}
public void SetVertexArray(int VbIndex, int Stride, long VboTag, GalVertexAttrib[] Attribs)
{
if ((uint)VbIndex > 31)
{
throw new ArgumentOutOfRangeException(nameof(VbIndex));
}
if (Attribs == null)
{
throw new ArgumentNullException(nameof(Attribs));
}
ActionsQueue.Enqueue(() => Rasterizer.SetVertexArray(VbIndex, Stride, VboTag, Attribs));
}
public void SetIndexArray(long Tag, int Size, GalIndexFormat Format)
{
ActionsQueue.Enqueue(() => Rasterizer.SetIndexArray(Tag, Size, Format));
}
public void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType)
{
ActionsQueue.Enqueue(() => Rasterizer.DrawArrays(First, PrimCount, PrimType));
}
public void DrawElements(long IboTag, int First, GalPrimitiveType PrimType)
{
ActionsQueue.Enqueue(() => Rasterizer.DrawElements(IboTag, First, PrimType));
}
public void CreateShader(IGalMemory Memory, long Tag, GalShaderType Type)
{
if (Memory == null)
{
throw new ArgumentNullException(nameof(Memory));
}
Shader.Create(Memory, Tag, Type);
}
public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
{
if (Data == null)
{
throw new ArgumentNullException(nameof(Data));
}
ActionsQueue.Enqueue(() => Shader.SetConstBuffer(Tag, Cbuf, Data));
}
public void SetUniform1(string UniformName, int Value)
{
if (UniformName == null)
{
throw new ArgumentNullException(nameof(UniformName));
}
ActionsQueue.Enqueue(() => Shader.SetUniform1(UniformName, Value));
}
public void SetUniform2F(string UniformName, float X, float Y)
{
if (UniformName == null)
{
throw new ArgumentNullException(nameof(UniformName));
}
ActionsQueue.Enqueue(() => Shader.SetUniform2F(UniformName, X, Y));
}
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
{
return Shader.GetTextureUsage(Tag);
}
public void BindShader(long Tag)
{
ActionsQueue.Enqueue(() => Shader.Bind(Tag));
}
public void BindProgram()
{
ActionsQueue.Enqueue(() => Shader.BindProgram());
}
public void SetTextureAndSampler(long Tag, byte[] Data, GalTexture Texture, GalTextureSampler Sampler)
{
ActionsQueue.Enqueue(() =>
{
this.Texture.Create(Tag, Data, Texture);
OGLTexture.Set(Sampler);
});
}
public bool TryGetCachedTexture(long Tag, long DataSize, out GalTexture Texture)
{
return this.Texture.TryGetCachedTexture(Tag, DataSize, out Texture);
}
public void BindTexture(long Tag, int Index)
{
ActionsQueue.Enqueue(() => Texture.Bind(Tag, Index));
}
}
}