mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
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370 lines
13 KiB
C#
370 lines
13 KiB
C#
using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Overlay;
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using Ryujinx.Graphics.Texture;
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using Ryujinx.Memory.Range;
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using SkiaSharp;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu
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{
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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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private readonly OverlayManager _overlayManager;
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private DateTime _lastUpdateTime = DateTime.UtcNow;
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/// <summary>
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/// Texture presented on the window.
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/// </summary>
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private readonly 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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_overlayManager = new OverlayManager();
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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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/// <returns>True if the frame was added to the queue, false otherwise</returns>
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public bool 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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byte 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 PhysicalMemory physicalMemory))
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{
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return false;
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}
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FormatInfo formatInfo = new(format, 1, 1, bytesPerPixel, 4);
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TextureInfo info = new(
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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(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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return true;
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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 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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Image.Texture texture = pt.Cache.FindOrCreateTexture(null, TextureSearchFlags.WithUpscale, pt.Info, 0, range: pt.Range);
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pt.Cache.Tick();
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texture.SynchronizeMemory();
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// Add overlays by modifying texture data directly
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AddOverlaysToTexture(texture);
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ImageCrop crop = new(
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(int)(pt.Crop.Left * texture.ScaleFactor),
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(int)MathF.Ceiling(pt.Crop.Right * texture.ScaleFactor),
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(int)(pt.Crop.Top * texture.ScaleFactor),
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(int)MathF.Ceiling(pt.Crop.Bottom * texture.ScaleFactor),
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pt.Crop.FlipX,
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pt.Crop.FlipY,
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pt.Crop.IsStretched,
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pt.Crop.AspectRatioX,
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pt.Crop.AspectRatioY);
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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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/// Add overlay to the overlay manager
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/// </summary>
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public void AddOverlay(Overlay.Overlay overlay)
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{
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_overlayManager.AddOverlay(overlay);
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}
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/// <summary>
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/// Add overlays to the texture using SkiaSharp
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/// </summary>
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/// <param name="texture">The texture to modify</param>
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private void AddOverlaysToTexture(Image.Texture texture)
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{
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try
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{
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// Calculate delta time for lifespan updates
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DateTime currentTime = DateTime.UtcNow;
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float deltaTime = (float)(currentTime - _lastUpdateTime).TotalSeconds;
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_lastUpdateTime = currentTime;
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// Update overlay animations
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_overlayManager.Update(deltaTime, new SKSize(texture.Info.Width, texture.Info.Height));
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// Get texture data from host texture
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using var pinnedData = texture.HostTexture.GetData();
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var data = pinnedData.Get().ToArray();
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if (data == null || data.Length == 0)
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return;
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int width = texture.Info.Width;
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int height = texture.Info.Height;
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int bytesPerPixel = texture.Info.FormatInfo.BytesPerPixel;
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// Determine the SKColorType based on bytes per pixel
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SKColorType colorType = bytesPerPixel switch
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{
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4 => SKColorType.Rgba8888,
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3 => SKColorType.Rgb888x,
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2 => SKColorType.Rgb565,
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_ => SKColorType.Rgba8888
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};
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// Create SKBitmap from texture data
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var imageInfo = new SKImageInfo(width, height, colorType, SKAlphaType.Premul);
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using var bitmap = new SKBitmap(imageInfo);
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// Copy texture data to bitmap
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unsafe
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{
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fixed (byte* dataPtr = data)
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{
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bitmap.SetPixels((IntPtr)dataPtr);
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}
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}
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// Create canvas for drawing overlays
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using var canvas = new SKCanvas(bitmap);
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// Render all overlays
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_overlayManager.Render(canvas);
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// Copy modified bitmap data back to texture data array
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var pixels = bitmap.Bytes;
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if (pixels.Length <= data.Length)
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{
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Array.Copy(pixels, data, pixels.Length);
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}
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// Upload modified data back to texture
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var memoryOwner = MemoryOwner<byte>.Rent(data.Length);
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data.CopyTo(memoryOwner.Span);
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texture.HostTexture.SetData(memoryOwner); // SetData will dispose the MemoryOwner
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}
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catch (Exception ex)
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{
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// Silently fail if overlay rendering doesn't work
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System.Diagnostics.Debug.WriteLine($"Overlay rendering failed: {ex.Message}");
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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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/// <summary>
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/// Dispose resources
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/// </summary>
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public void Dispose()
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{
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_overlayManager?.Dispose();
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}
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}
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}
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