mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-28 10:00:50 +01:00
deb99d2cae
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
258 lines
9.6 KiB
C#
258 lines
9.6 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Image;
|
|
using Ryujinx.Graphics.Texture;
|
|
using Ryujinx.Memory.Range;
|
|
using System;
|
|
using System.Collections.Concurrent;
|
|
using System.Threading;
|
|
|
|
namespace Ryujinx.Graphics.Gpu
|
|
{
|
|
using Texture = Image.Texture;
|
|
|
|
/// <summary>
|
|
/// GPU image presentation window.
|
|
/// </summary>
|
|
public class Window
|
|
{
|
|
private readonly GpuContext _context;
|
|
|
|
/// <summary>
|
|
/// Texture presented on the window.
|
|
/// </summary>
|
|
private struct PresentationTexture
|
|
{
|
|
/// <summary>
|
|
/// Texture cache where the texture might be located.
|
|
/// </summary>
|
|
public TextureCache Cache { get; }
|
|
|
|
/// <summary>
|
|
/// Texture information.
|
|
/// </summary>
|
|
public TextureInfo Info { get; }
|
|
|
|
/// <summary>
|
|
/// Physical memory locations where the texture data is located.
|
|
/// </summary>
|
|
public MultiRange Range { get; }
|
|
|
|
/// <summary>
|
|
/// Texture crop region.
|
|
/// </summary>
|
|
public ImageCrop Crop { get; }
|
|
|
|
/// <summary>
|
|
/// Texture acquire callback.
|
|
/// </summary>
|
|
public Action<GpuContext, object> AcquireCallback { get; }
|
|
|
|
/// <summary>
|
|
/// Texture release callback.
|
|
/// </summary>
|
|
public Action<object> ReleaseCallback { get; }
|
|
|
|
/// <summary>
|
|
/// User defined object, passed to the various callbacks.
|
|
/// </summary>
|
|
public object UserObj { get; }
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the presentation texture.
|
|
/// </summary>
|
|
/// <param name="cache">Texture cache used to look for the texture to be presented</param>
|
|
/// <param name="info">Information of the texture to be presented</param>
|
|
/// <param name="range">Physical memory locations where the texture data is located</param>
|
|
/// <param name="crop">Texture crop region</param>
|
|
/// <param name="acquireCallback">Texture acquire callback</param>
|
|
/// <param name="releaseCallback">Texture release callback</param>
|
|
/// <param name="userObj">User defined object passed to the release callback, can be used to identify the texture</param>
|
|
public PresentationTexture(
|
|
TextureCache cache,
|
|
TextureInfo info,
|
|
MultiRange range,
|
|
ImageCrop crop,
|
|
Action<GpuContext, object> acquireCallback,
|
|
Action<object> releaseCallback,
|
|
object userObj)
|
|
{
|
|
Cache = cache;
|
|
Info = info;
|
|
Range = range;
|
|
Crop = crop;
|
|
AcquireCallback = acquireCallback;
|
|
ReleaseCallback = releaseCallback;
|
|
UserObj = userObj;
|
|
}
|
|
}
|
|
|
|
private readonly ConcurrentQueue<PresentationTexture> _frameQueue;
|
|
|
|
private int _framesAvailable;
|
|
|
|
public bool IsFrameAvailable => _framesAvailable != 0;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the GPU presentation window.
|
|
/// </summary>
|
|
/// <param name="context">GPU emulation context</param>
|
|
public Window(GpuContext context)
|
|
{
|
|
_context = context;
|
|
|
|
_frameQueue = new ConcurrentQueue<PresentationTexture>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enqueues a frame for presentation.
|
|
/// This method is thread safe and can be called from any thread.
|
|
/// When the texture is presented and not needed anymore, the release callback is called.
|
|
/// It's an error to modify the texture after calling this method, before the release callback is called.
|
|
/// </summary>
|
|
/// <param name="pid">Process ID of the process that owns the texture pointed to by <paramref name="address"/></param>
|
|
/// <param name="address">CPU virtual address of the texture data</param>
|
|
/// <param name="width">Texture width</param>
|
|
/// <param name="height">Texture height</param>
|
|
/// <param name="stride">Texture stride for linear texture, should be zero otherwise</param>
|
|
/// <param name="isLinear">Indicates if the texture is linear, normally false</param>
|
|
/// <param name="gobBlocksInY">GOB blocks in the Y direction, for block linear textures</param>
|
|
/// <param name="format">Texture format</param>
|
|
/// <param name="bytesPerPixel">Texture format bytes per pixel (must match the format)</param>
|
|
/// <param name="crop">Texture crop region</param>
|
|
/// <param name="acquireCallback">Texture acquire callback</param>
|
|
/// <param name="releaseCallback">Texture release callback</param>
|
|
/// <param name="userObj">User defined object passed to the release callback</param>
|
|
/// <exception cref="ArgumentException">Thrown when <paramref name="pid"/> is invalid</exception>
|
|
public void EnqueueFrameThreadSafe(
|
|
ulong pid,
|
|
ulong address,
|
|
int width,
|
|
int height,
|
|
int stride,
|
|
bool isLinear,
|
|
int gobBlocksInY,
|
|
Format format,
|
|
int bytesPerPixel,
|
|
ImageCrop crop,
|
|
Action<GpuContext, object> acquireCallback,
|
|
Action<object> releaseCallback,
|
|
object userObj)
|
|
{
|
|
if (!_context.PhysicalMemoryRegistry.TryGetValue(pid, out var physicalMemory))
|
|
{
|
|
throw new ArgumentException("The PID is invalid or the process was not registered", nameof(pid));
|
|
}
|
|
|
|
FormatInfo formatInfo = new FormatInfo(format, 1, 1, bytesPerPixel, 4);
|
|
|
|
TextureInfo info = new TextureInfo(
|
|
0UL,
|
|
width,
|
|
height,
|
|
1,
|
|
1,
|
|
1,
|
|
1,
|
|
stride,
|
|
isLinear,
|
|
gobBlocksInY,
|
|
1,
|
|
1,
|
|
Target.Texture2D,
|
|
formatInfo);
|
|
|
|
int size = SizeCalculator.GetBlockLinearTextureSize(
|
|
width,
|
|
height,
|
|
1,
|
|
1,
|
|
1,
|
|
1,
|
|
1,
|
|
bytesPerPixel,
|
|
gobBlocksInY,
|
|
1,
|
|
1).TotalSize;
|
|
|
|
MultiRange range = new MultiRange(address, (ulong)size);
|
|
|
|
_frameQueue.Enqueue(new PresentationTexture(
|
|
physicalMemory.TextureCache,
|
|
info,
|
|
range,
|
|
crop,
|
|
acquireCallback,
|
|
releaseCallback,
|
|
userObj));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Presents a texture on the queue.
|
|
/// If the queue is empty, then no texture is presented.
|
|
/// </summary>
|
|
/// <param name="swapBuffersCallback">Callback method to call when a new texture should be presented on the screen</param>
|
|
public void Present(Action<object> swapBuffersCallback)
|
|
{
|
|
_context.AdvanceSequence();
|
|
|
|
if (_frameQueue.TryDequeue(out PresentationTexture pt))
|
|
{
|
|
pt.AcquireCallback(_context, pt.UserObj);
|
|
|
|
Texture texture = pt.Cache.FindOrCreateTexture(null, TextureSearchFlags.WithUpscale, pt.Info, 0, null, pt.Range);
|
|
|
|
texture.SynchronizeMemory();
|
|
|
|
ImageCrop crop = pt.Crop;
|
|
|
|
if (texture.Info.Width > pt.Info.Width || texture.Info.Height > pt.Info.Height)
|
|
{
|
|
int top = crop.Top;
|
|
int bottom = crop.Bottom;
|
|
int left = crop.Left;
|
|
int right = crop.Right;
|
|
|
|
if (top == 0 && bottom == 0)
|
|
{
|
|
bottom = Math.Min(texture.Info.Height, pt.Info.Height);
|
|
}
|
|
|
|
if (left == 0 && right == 0)
|
|
{
|
|
right = Math.Min(texture.Info.Width, pt.Info.Width);
|
|
}
|
|
|
|
crop = new ImageCrop(left, right, top, bottom, crop.FlipX, crop.FlipY, crop.IsStretched, crop.AspectRatioX, crop.AspectRatioY);
|
|
}
|
|
|
|
_context.Renderer.Window.Present(texture.HostTexture, crop, swapBuffersCallback);
|
|
|
|
pt.ReleaseCallback(pt.UserObj);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Indicate that a frame on the queue is ready to be acquired.
|
|
/// </summary>
|
|
public void SignalFrameReady()
|
|
{
|
|
Interlocked.Increment(ref _framesAvailable);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determine if any frames are available, and decrement the available count if there are.
|
|
/// </summary>
|
|
/// <returns>True if a frame is available, false otherwise</returns>
|
|
public bool ConsumeFrameAvailable()
|
|
{
|
|
if (Interlocked.CompareExchange(ref _framesAvailable, 0, 0) != 0)
|
|
{
|
|
Interlocked.Decrement(ref _framesAvailable);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
} |