Ryujinx-uplift/Ryujinx.Graphics.GAL/Multithreading/ThreadedRenderer.cs
Ac_K a1ddaa2736
ui: Fixes disposing on GTK/Avalonia and Firmware Messages on Avalonia (#3885)
* ui: Only wait on _exitEvent when MainLoop is active under GTK

This fixes a dispose issue under Horizon/GTK, we don't check if the ApplicationClient is null so it throw NCE. We don't check if the main loop is active and waiting an event which is set in the main loop... So that could lead to a freeze.

Everything works fine in GTK now.

Related issue: https://github.com/Ryujinx/Ryujinx/issues/3873

As a side note, same kind of issue appear in Avalonia UI too. Firmware's popup doesn't show anything and the emulator just freeze.

* TSRBerry's change

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Fix Avalonia crashing/freezing

* Add Avalonia OpenGL fixes

* Fix firmware popup on windows

* Fixes everything

* Add _initialized bool to VulkanRenderer and OpenGL Window

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
2022-11-24 15:08:27 +01:00

442 lines
13 KiB
C#

using Ryujinx.Common;
using Ryujinx.Common.Configuration;
using Ryujinx.Graphics.GAL.Multithreading.Commands;
using Ryujinx.Graphics.GAL.Multithreading.Commands.Buffer;
using Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer;
using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using Ryujinx.Graphics.GAL.Multithreading.Resources.Programs;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Threading;
namespace Ryujinx.Graphics.GAL.Multithreading
{
/// <summary>
/// The ThreadedRenderer is a layer that can be put in front of any Renderer backend to make
/// its processing happen on a separate thread, rather than intertwined with the GPU emulation.
/// A new thread is created to handle the GPU command processing, separate from the renderer thread.
/// Calls to the renderer, pipeline and resources are queued to happen on the renderer thread.
/// </summary>
public class ThreadedRenderer : IRenderer
{
private const int SpanPoolBytes = 4 * 1024 * 1024;
private const int MaxRefsPerCommand = 2;
private const int QueueCount = 10000;
private int _elementSize;
private IRenderer _baseRenderer;
private Thread _gpuThread;
private bool _disposed;
private bool _running;
private AutoResetEvent _frameComplete = new AutoResetEvent(true);
private ManualResetEventSlim _galWorkAvailable;
private CircularSpanPool _spanPool;
private ManualResetEventSlim _invokeRun;
private bool _lastSampleCounterClear = true;
private byte[] _commandQueue;
private object[] _refQueue;
private int _consumerPtr;
private int _commandCount;
private int _producerPtr;
private int _lastProducedPtr;
private int _invokePtr;
private int _refProducerPtr;
private int _refConsumerPtr;
public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
internal BufferMap Buffers { get; }
internal SyncMap Sync { get; }
internal CircularSpanPool SpanPool { get; }
internal ProgramQueue Programs { get; }
public IPipeline Pipeline { get; }
public IWindow Window { get; }
public IRenderer BaseRenderer => _baseRenderer;
public bool PreferThreading => _baseRenderer.PreferThreading;
public ThreadedRenderer(IRenderer renderer)
{
_baseRenderer = renderer;
renderer.ScreenCaptured += (object sender, ScreenCaptureImageInfo info) => ScreenCaptured?.Invoke(this, info);
Pipeline = new ThreadedPipeline(this, renderer.Pipeline);
Window = new ThreadedWindow(this, renderer);
Buffers = new BufferMap();
Sync = new SyncMap();
Programs = new ProgramQueue(renderer);
_galWorkAvailable = new ManualResetEventSlim(false);
_invokeRun = new ManualResetEventSlim();
_spanPool = new CircularSpanPool(this, SpanPoolBytes);
SpanPool = _spanPool;
_elementSize = BitUtils.AlignUp(CommandHelper.GetMaxCommandSize(), 4);
_commandQueue = new byte[_elementSize * QueueCount];
_refQueue = new object[MaxRefsPerCommand * QueueCount];
}
public void RunLoop(Action gpuLoop)
{
_running = true;
_gpuThread = new Thread(() => {
gpuLoop();
_running = false;
_galWorkAvailable.Set();
});
_gpuThread.Name = "GPU.MainThread";
_gpuThread.Start();
RenderLoop();
}
public void RenderLoop()
{
// Power through the render queue until the Gpu thread work is done.
while (_running && !_disposed)
{
_galWorkAvailable.Wait();
_galWorkAvailable.Reset();
// The other thread can only increase the command count.
// We can assume that if it is above 0, it will stay there or get higher.
while (_commandCount > 0)
{
int commandPtr = _consumerPtr;
Span<byte> command = new Span<byte>(_commandQueue, commandPtr * _elementSize, _elementSize);
// Run the command.
CommandHelper.RunCommand(command, this, _baseRenderer);
if (Interlocked.CompareExchange(ref _invokePtr, -1, commandPtr) == commandPtr)
{
_invokeRun.Set();
}
_consumerPtr = (_consumerPtr + 1) % QueueCount;
Interlocked.Decrement(ref _commandCount);
}
}
}
internal SpanRef<T> CopySpan<T>(ReadOnlySpan<T> data) where T : unmanaged
{
return _spanPool.Insert(data);
}
private TableRef<T> Ref<T>(T reference)
{
return new TableRef<T>(this, reference);
}
internal ref T New<T>() where T : struct
{
while (_producerPtr == (_consumerPtr + QueueCount - 1) % QueueCount)
{
// If incrementing the producer pointer would overflow, we need to wait.
// _consumerPtr can only move forward, so there's no race to worry about here.
Thread.Sleep(1);
}
int taken = _producerPtr;
_lastProducedPtr = taken;
_producerPtr = (_producerPtr + 1) % QueueCount;
Span<byte> memory = new Span<byte>(_commandQueue, taken * _elementSize, _elementSize);
ref T result = ref Unsafe.As<byte, T>(ref MemoryMarshal.GetReference(memory));
memory[memory.Length - 1] = (byte)((IGALCommand)result).CommandType;
return ref result;
}
internal int AddTableRef(object obj)
{
// The reference table is sized so that it will never overflow, so long as the references are taken after the command is allocated.
int index = _refProducerPtr;
_refQueue[index] = obj;
_refProducerPtr = (_refProducerPtr + 1) % _refQueue.Length;
return index;
}
internal object RemoveTableRef(int index)
{
Debug.Assert(index == _refConsumerPtr);
object result = _refQueue[_refConsumerPtr];
_refQueue[_refConsumerPtr] = null;
_refConsumerPtr = (_refConsumerPtr + 1) % _refQueue.Length;
return result;
}
internal void QueueCommand()
{
int result = Interlocked.Increment(ref _commandCount);
if (result == 1)
{
_galWorkAvailable.Set();
}
}
internal void InvokeCommand()
{
_invokeRun.Reset();
_invokePtr = _lastProducedPtr;
QueueCommand();
// Wait for the command to complete.
_invokeRun.Wait();
}
internal void WaitForFrame()
{
_frameComplete.WaitOne();
}
internal void SignalFrame()
{
_frameComplete.Set();
}
internal bool IsGpuThread()
{
return Thread.CurrentThread == _gpuThread;
}
public void BackgroundContextAction(Action action, bool alwaysBackground = false)
{
if (IsGpuThread() && !alwaysBackground)
{
// The action must be performed on the render thread.
New<ActionCommand>().Set(Ref(action));
InvokeCommand();
}
else
{
_baseRenderer.BackgroundContextAction(action, true);
}
}
public BufferHandle CreateBuffer(int size)
{
BufferHandle handle = Buffers.CreateBufferHandle();
New<CreateBufferCommand>().Set(handle, size);
QueueCommand();
return handle;
}
public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
{
var program = new ThreadedProgram(this);
SourceProgramRequest request = new SourceProgramRequest(program, shaders, info);
Programs.Add(request);
New<CreateProgramCommand>().Set(Ref((IProgramRequest)request));
QueueCommand();
return program;
}
public ISampler CreateSampler(SamplerCreateInfo info)
{
var sampler = new ThreadedSampler(this);
New<CreateSamplerCommand>().Set(Ref(sampler), info);
QueueCommand();
return sampler;
}
public void CreateSync(ulong id)
{
Sync.CreateSyncHandle(id);
New<CreateSyncCommand>().Set(id);
QueueCommand();
}
public ITexture CreateTexture(TextureCreateInfo info, float scale)
{
if (IsGpuThread())
{
var texture = new ThreadedTexture(this, info, scale);
New<CreateTextureCommand>().Set(Ref(texture), info, scale);
QueueCommand();
return texture;
}
else
{
var texture = new ThreadedTexture(this, info, scale);
texture.Base = _baseRenderer.CreateTexture(info, scale);
return texture;
}
}
public void DeleteBuffer(BufferHandle buffer)
{
New<BufferDisposeCommand>().Set(buffer);
QueueCommand();
}
public ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
{
if (IsGpuThread())
{
ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
New<BufferGetDataCommand>().Set(buffer, offset, size, Ref(box));
InvokeCommand();
return box.Result.Get();
}
else
{
return _baseRenderer.GetBufferData(Buffers.MapBufferBlocking(buffer), offset, size);
}
}
public Capabilities GetCapabilities()
{
ResultBox<Capabilities> box = new ResultBox<Capabilities>();
New<GetCapabilitiesCommand>().Set(Ref(box));
InvokeCommand();
return box.Result;
}
public HardwareInfo GetHardwareInfo()
{
return _baseRenderer.GetHardwareInfo();
}
/// <summary>
/// Initialize the base renderer. Must be called on the render thread.
/// </summary>
/// <param name="logLevel">Log level to use</param>
public void Initialize(GraphicsDebugLevel logLevel)
{
_baseRenderer.Initialize(logLevel);
}
public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
{
var program = new ThreadedProgram(this);
BinaryProgramRequest request = new BinaryProgramRequest(program, programBinary, hasFragmentShader, info);
Programs.Add(request);
New<CreateProgramCommand>().Set(Ref((IProgramRequest)request));
QueueCommand();
return program;
}
public void PreFrame()
{
New<PreFrameCommand>();
QueueCommand();
}
public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
{
ThreadedCounterEvent evt = new ThreadedCounterEvent(this, type, _lastSampleCounterClear);
New<ReportCounterCommand>().Set(Ref(evt), type, Ref(resultHandler), hostReserved);
QueueCommand();
if (type == CounterType.SamplesPassed)
{
_lastSampleCounterClear = false;
}
return evt;
}
public void ResetCounter(CounterType type)
{
New<ResetCounterCommand>().Set(type);
QueueCommand();
_lastSampleCounterClear = true;
}
public void Screenshot()
{
_baseRenderer.Screenshot();
}
public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
{
New<BufferSetDataCommand>().Set(buffer, offset, CopySpan(data));
QueueCommand();
}
public void UpdateCounters()
{
New<UpdateCountersCommand>();
QueueCommand();
}
public void WaitSync(ulong id)
{
Sync.WaitSyncAvailability(id);
_baseRenderer.WaitSync(id);
}
public void Dispose()
{
// Dispose must happen from the render thread, after all commands have completed.
// Stop the GPU thread.
_disposed = true;
if (_gpuThread != null && _gpuThread.IsAlive)
{
_gpuThread.Join();
}
// Dispose the renderer.
_baseRenderer.Dispose();
// Dispose events.
_frameComplete.Dispose();
_galWorkAvailable.Dispose();
_invokeRun.Dispose();
Sync.Dispose();
}
}
}