Ryujinx/src/Ryujinx.Graphics.Gpu/GpuContext.cs
TSRBerry 3b46bb73f7
[Ryujinx.Graphics.Gpu] Address dotnet-format issues (#5367)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0060 warnings

* Silence dotnet format IDE0052 warnings

* Address dotnet format CA1816 warnings

* Address or silence dotnet format CA1069 warnings

* Address or silence dotnet format CA2211 warnings

* Address remaining dotnet format analyzer warnings

* Address review comments

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Format if-blocks correctly

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Another rebase, another dotnet format run

* Run dotnet format style after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Remove a few unused parameters

* Replace MmeShadowScratch with Array256<uint>

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Start working on disabled warnings

* Fix and silence a few dotnet-format warnings again

* Run dotnet format after rebase

* Address IDE0251 warnings

* Silence IDE0060 in .editorconfig

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First pass of dotnet format

* Add unsafe dotnet format changes

* Fix typos

* Add trailing commas

* Disable formatting for FormatTable

* Address review feedback
2023-07-02 02:47:54 +02:00

410 lines
15 KiB
C#

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
{
/// <summary>
/// GPU emulation context.
/// </summary>
public sealed class GpuContext : IDisposable
{
private const int NsToTicksFractionNumerator = 384;
private const int NsToTicksFractionDenominator = 625;
/// <summary>
/// Event signaled when the host emulation context is ready to be used by the gpu context.
/// </summary>
public ManualResetEvent HostInitalized { get; }
/// <summary>
/// Host renderer.
/// </summary>
public IRenderer Renderer { get; }
/// <summary>
/// GPU General Purpose FIFO queue.
/// </summary>
public GPFifoDevice GPFifo { get; }
/// <summary>
/// GPU synchronization manager.
/// </summary>
public SynchronizationManager Synchronization { get; }
/// <summary>
/// Presentation window.
/// </summary>
public Window Window { get; }
/// <summary>
/// Internal sequence number, used to avoid needless resource data updates
/// in the middle of a command buffer before synchronizations.
/// </summary>
internal int SequenceNumber { get; private set; }
/// <summary>
/// Internal sync number, used to denote points at which host synchronization can be requested.
/// </summary>
internal ulong SyncNumber { get; private set; }
/// <summary>
/// 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 <see cref="SyncNumber"/>,
/// and the SyncNumber will be incremented.
/// </summary>
internal List<ISyncActionHandler> SyncActions { get; }
/// <summary>
/// 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 <see cref="SyncNumber"/>,
/// and the SyncNumber will be incremented.
/// </summary>
internal List<ISyncActionHandler> SyncpointActions { get; }
/// <summary>
/// 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.
/// </summary>
internal List<BufferMigration> BufferMigrations { get; }
/// <summary>
/// Queue with deferred actions that must run on the render thread.
/// </summary>
internal Queue<Action> DeferredActions { get; }
/// <summary>
/// Registry with physical memories that can be used with this GPU context, keyed by owner process ID.
/// </summary>
internal ConcurrentDictionary<ulong, PhysicalMemory> PhysicalMemoryRegistry { get; }
/// <summary>
/// Host hardware capabilities.
/// </summary>
internal Capabilities Capabilities;
/// <summary>
/// Event for signalling shader cache loading progress.
/// </summary>
public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
private Thread _gpuThread;
private bool _pendingSync;
private long _modifiedSequence;
private readonly ulong _firstTimestamp;
/// <summary>
/// Creates a new instance of the GPU emulation context.
/// </summary>
/// <param name="renderer">Host renderer</param>
public GpuContext(IRenderer renderer)
{
Renderer = renderer;
GPFifo = new GPFifoDevice(this);
Synchronization = new SynchronizationManager();
Window = new Window(this);
HostInitalized = new ManualResetEvent(false);
SyncActions = new List<ISyncActionHandler>();
SyncpointActions = new List<ISyncActionHandler>();
BufferMigrations = new List<BufferMigration>();
DeferredActions = new Queue<Action>();
PhysicalMemoryRegistry = new ConcurrentDictionary<ulong, PhysicalMemory>();
_firstTimestamp = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds);
}
/// <summary>
/// Creates a new GPU channel.
/// </summary>
/// <returns>The GPU channel</returns>
public GpuChannel CreateChannel()
{
return new GpuChannel(this);
}
/// <summary>
/// Creates a new GPU memory manager.
/// </summary>
/// <param name="pid">ID of the process that owns the memory manager</param>
/// <returns>The memory manager</returns>
/// <exception cref="ArgumentException">Thrown when <paramref name="pid"/> is invalid</exception>
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);
}
/// <summary>
/// Registers virtual memory used by a process for GPU memory access, caching and read/write tracking.
/// </summary>
/// <param name="pid">ID of the process that owns <paramref name="cpuMemory"/></param>
/// <param name="cpuMemory">Virtual memory owned by the process</param>
/// <exception cref="ArgumentException">Thrown if <paramref name="pid"/> was already registered</exception>
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;
}
/// <summary>
/// Unregisters a process, indicating that its memory will no longer be used, and that caches can be freed.
/// </summary>
/// <param name="pid">ID of the process</param>
public void UnregisterProcess(ulong pid)
{
if (PhysicalMemoryRegistry.TryRemove(pid, out var physicalMemory))
{
physicalMemory.ShaderCache.ShaderCacheStateChanged -= ShaderCacheStateUpdate;
physicalMemory.Dispose();
}
}
/// <summary>
/// Converts a nanoseconds timestamp value to Maxwell time ticks.
/// </summary>
/// <remarks>
/// The frequency is 614400000 Hz.
/// </remarks>
/// <param name="nanoseconds">Timestamp in nanoseconds</param>
/// <returns>Maxwell ticks</returns>
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;
}
/// <summary>
/// Gets a sequence number for resource modification ordering. This increments on each call.
/// </summary>
/// <returns>A sequence number for resource modification ordering</returns>
public long GetModifiedSequence()
{
return _modifiedSequence++;
}
/// <summary>
/// Gets the value of the GPU timer.
/// </summary>
/// <returns>The current GPU timestamp</returns>
public ulong GetTimestamp()
{
// Guest timestamp will start at 0, instead of host value.
ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds) - _firstTimestamp;
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;
}
/// <summary>
/// Shader cache state update handler.
/// </summary>
/// <param name="state">Current state of the shader cache load process</param>
/// <param name="current">Number of the current shader being processed</param>
/// <param name="total">Total number of shaders to process</param>
private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total)
{
ShaderCacheStateChanged?.Invoke(state, current, total);
}
/// <summary>
/// Initialize the GPU shader cache.
/// </summary>
public void InitializeShaderCache(CancellationToken cancellationToken)
{
HostInitalized.WaitOne();
foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
{
physicalMemory.ShaderCache.Initialize(cancellationToken);
}
}
/// <summary>
/// Sets the current thread as the main GPU thread.
/// </summary>
public void SetGpuThread()
{
_gpuThread = Thread.CurrentThread;
Capabilities = Renderer.GetCapabilities();
}
/// <summary>
/// Checks if the current thread is the GPU thread.
/// </summary>
/// <returns>True if the thread is the GPU thread, false otherwise</returns>
public bool IsGpuThread()
{
return _gpuThread == Thread.CurrentThread;
}
/// <summary>
/// Processes the queue of shaders that must save their binaries to the disk cache.
/// </summary>
public void ProcessShaderCacheQueue()
{
foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
{
physicalMemory.ShaderCache.ProcessShaderCacheQueue();
}
}
/// <summary>
/// Advances internal sequence number.
/// This forces the update of any modified GPU resource.
/// </summary>
internal void AdvanceSequence()
{
SequenceNumber++;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="migration">The buffer migration</param>
internal void RegisterBufferMigration(BufferMigration migration)
{
BufferMigrations.Add(migration);
_pendingSync = true;
}
/// <summary>
/// Registers an action to be performed the next time a syncpoint is incremented.
/// This will also ensure a host sync object is created, and <see cref="SyncNumber"/> is incremented.
/// </summary>
/// <param name="action">The resource with action to be performed on sync object creation</param>
/// <param name="syncpointOnly">True if the sync action should only run when syncpoints are incremented</param>
internal void RegisterSyncAction(ISyncActionHandler action, bool syncpointOnly = false)
{
if (syncpointOnly)
{
SyncpointActions.Add(action);
}
else
{
SyncActions.Add(action);
_pendingSync = true;
}
}
/// <summary>
/// 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.
/// </summary>
/// <param name="flags">Modifiers for how host sync should be created</param>
internal void CreateHostSyncIfNeeded(HostSyncFlags flags)
{
bool syncpoint = flags.HasFlag(HostSyncFlags.Syncpoint);
bool strict = flags.HasFlag(HostSyncFlags.Strict);
bool force = flags.HasFlag(HostSyncFlags.Force);
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 (force || _pendingSync || (syncpoint && SyncpointActions.Count > 0))
{
Renderer.CreateSync(SyncNumber, strict);
SyncActions.ForEach(action => action.SyncPreAction(syncpoint));
SyncpointActions.ForEach(action => action.SyncPreAction(syncpoint));
SyncNumber++;
SyncActions.RemoveAll(action => action.SyncAction(syncpoint));
SyncpointActions.RemoveAll(action => action.SyncAction(syncpoint));
}
_pendingSync = false;
}
/// <summary>
/// Performs deferred actions.
/// This is useful for actions that must run on the render thread, such as resource disposal.
/// </summary>
internal void RunDeferredActions()
{
while (DeferredActions.TryDequeue(out Action action))
{
action();
}
}
/// <summary>
/// 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.
/// </summary>
public void 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();
Renderer.Dispose();
}
}
}