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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;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Texture;
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using Ryujinx.Memory.Range;
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using System;
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using System.Collections.Concurrent;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu
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{
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using Texture = Image.Texture;
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/// <summary>
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/// GPU image presentation window.
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/// </summary>
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public class Window
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{
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private readonly GpuContext _context;
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/// <summary>
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/// Texture presented on the window.
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/// </summary>
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private struct PresentationTexture
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{
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/// <summary>
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/// Texture cache where the texture might be located.
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/// </summary>
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public TextureCache Cache { get; }
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/// <summary>
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/// Texture information.
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/// </summary>
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public TextureInfo Info { get; }
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/// <summary>
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/// Physical memory locations where the texture data is located.
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/// </summary>
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public MultiRange Range { get; }
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/// <summary>
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/// Texture crop region.
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/// </summary>
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public ImageCrop Crop { get; }
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/// <summary>
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/// Texture acquire callback.
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/// </summary>
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public Action<GpuContext, object> AcquireCallback { get; }
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/// <summary>
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/// Texture release callback.
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/// </summary>
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public Action<object> ReleaseCallback { get; }
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/// <summary>
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/// User defined object, passed to the various callbacks.
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/// </summary>
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public object UserObj { get; }
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/// <summary>
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/// Creates a new instance of the presentation texture.
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/// </summary>
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/// <param name="cache">Texture cache used to look for the texture to be presented</param>
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/// <param name="info">Information of the texture to be presented</param>
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/// <param name="range">Physical memory locations where the texture data is located</param>
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/// <param name="crop">Texture crop region</param>
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/// <param name="acquireCallback">Texture acquire callback</param>
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/// <param name="releaseCallback">Texture release callback</param>
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/// <param name="userObj">User defined object passed to the release callback, can be used to identify the texture</param>
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public PresentationTexture(
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TextureCache cache,
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TextureInfo info,
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MultiRange range,
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ImageCrop crop,
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Action<GpuContext, object> acquireCallback,
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Action<object> releaseCallback,
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object userObj)
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{
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Cache = cache;
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Info = info;
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Range = range;
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Crop = crop;
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AcquireCallback = acquireCallback;
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ReleaseCallback = releaseCallback;
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UserObj = userObj;
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}
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}
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private readonly ConcurrentQueue<PresentationTexture> _frameQueue;
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private int _framesAvailable;
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public bool IsFrameAvailable => _framesAvailable != 0;
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/// <summary>
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/// Creates a new instance of the GPU presentation window.
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/// </summary>
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/// <param name="context">GPU emulation context</param>
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public Window(GpuContext context)
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{
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_context = context;
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_frameQueue = new ConcurrentQueue<PresentationTexture>();
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}
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/// <summary>
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/// Enqueues a frame for presentation.
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/// This method is thread safe and can be called from any thread.
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/// When the texture is presented and not needed anymore, the release callback is called.
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/// It's an error to modify the texture after calling this method, before the release callback is called.
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/// </summary>
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/// <param name="pid">Process ID of the process that owns the texture pointed to by <paramref name="address"/></param>
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/// <param name="address">CPU virtual address of the texture data</param>
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/// <param name="width">Texture width</param>
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/// <param name="height">Texture height</param>
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/// <param name="stride">Texture stride for linear texture, should be zero otherwise</param>
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/// <param name="isLinear">Indicates if the texture is linear, normally false</param>
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/// <param name="gobBlocksInY">GOB blocks in the Y direction, for block linear textures</param>
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/// <param name="format">Texture format</param>
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/// <param name="bytesPerPixel">Texture format bytes per pixel (must match the format)</param>
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/// <param name="crop">Texture crop region</param>
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/// <param name="acquireCallback">Texture acquire callback</param>
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/// <param name="releaseCallback">Texture release callback</param>
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/// <param name="userObj">User defined object passed to the release callback</param>
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/// <exception cref="ArgumentException">Thrown when <paramref name="pid"/> is invalid</exception>
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public void EnqueueFrameThreadSafe(
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ulong pid,
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ulong address,
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int width,
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int height,
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int stride,
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bool isLinear,
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int gobBlocksInY,
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Format format,
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int bytesPerPixel,
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ImageCrop crop,
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Action<GpuContext, object> acquireCallback,
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Action<object> releaseCallback,
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object userObj)
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{
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if (!_context.PhysicalMemoryRegistry.TryGetValue(pid, out var physicalMemory))
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{
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throw new ArgumentException("The PID is invalid or the process was not registered", nameof(pid));
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}
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FormatInfo formatInfo = new FormatInfo(format, 1, 1, bytesPerPixel, 4);
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TextureInfo info = new TextureInfo(
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0UL,
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width,
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height,
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1,
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1,
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1,
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1,
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stride,
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isLinear,
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gobBlocksInY,
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1,
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1,
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Target.Texture2D,
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formatInfo);
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int size = SizeCalculator.GetBlockLinearTextureSize(
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width,
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height,
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1,
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1,
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1,
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1,
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1,
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bytesPerPixel,
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gobBlocksInY,
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1,
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1).TotalSize;
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MultiRange range = new MultiRange(address, (ulong)size);
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_frameQueue.Enqueue(new PresentationTexture(
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physicalMemory.TextureCache,
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info,
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range,
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crop,
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acquireCallback,
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releaseCallback,
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userObj));
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}
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/// <summary>
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/// Presents a texture on the queue.
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/// If the queue is empty, then no texture is presented.
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/// </summary>
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/// <param name="swapBuffersCallback">Callback method to call when a new texture should be presented on the screen</param>
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public void Present(Action<object> swapBuffersCallback)
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{
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_context.AdvanceSequence();
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if (_frameQueue.TryDequeue(out PresentationTexture pt))
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{
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pt.AcquireCallback(_context, pt.UserObj);
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Texture texture = pt.Cache.FindOrCreateTexture(null, TextureSearchFlags.WithUpscale, pt.Info, 0, null, pt.Range);
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texture.SynchronizeMemory();
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ImageCrop crop = pt.Crop;
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if (texture.Info.Width > pt.Info.Width || texture.Info.Height > pt.Info.Height)
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{
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int top = crop.Top;
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int bottom = crop.Bottom;
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int left = crop.Left;
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int right = crop.Right;
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if (top == 0 && bottom == 0)
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{
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bottom = Math.Min(texture.Info.Height, pt.Info.Height);
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}
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if (left == 0 && right == 0)
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{
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right = Math.Min(texture.Info.Width, pt.Info.Width);
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}
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crop = new ImageCrop(left, right, top, bottom, crop.FlipX, crop.FlipY, crop.IsStretched, crop.AspectRatioX, crop.AspectRatioY);
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}
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_context.Renderer.Window.Present(texture.HostTexture, crop, swapBuffersCallback);
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pt.ReleaseCallback(pt.UserObj);
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}
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}
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/// <summary>
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/// Indicate that a frame on the queue is ready to be acquired.
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/// </summary>
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public void SignalFrameReady()
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{
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Interlocked.Increment(ref _framesAvailable);
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}
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/// <summary>
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/// Determine if any frames are available, and decrement the available count if there are.
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/// </summary>
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/// <returns>True if a frame is available, false otherwise</returns>
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public bool ConsumeFrameAvailable()
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{
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if (Interlocked.CompareExchange(ref _framesAvailable, 0, 0) != 0)
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{
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Interlocked.Decrement(ref _framesAvailable);
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return true;
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}
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return false;
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}
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}
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} |