Files
Ryujinx-greemdev/src/Ryujinx.Graphics.Gpu/Window.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

264 lines
9.2 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 readonly 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>
/// <returns>True if the frame was added to the queue, false otherwise</returns>
public bool 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))
{
return false;
}
FormatInfo formatInfo = new(format, 1, 1, bytesPerPixel, 4);
TextureInfo info = new(
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(address, (ulong)size);
_frameQueue.Enqueue(new PresentationTexture(
physicalMemory.TextureCache,
info,
range,
crop,
acquireCallback,
releaseCallback,
userObj));
return true;
}
/// <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 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, pt.Range);
pt.Cache.Tick();
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;
}
}
}