Compare commits
5 Commits
Author | SHA1 | Date | |
---|---|---|---|
c6676007bf | |||
92b0b7d753 | |||
232237bf28 | |||
c27e453fd3 | |||
0e037d0213 |
@ -92,6 +92,8 @@ namespace Ryujinx.Ava
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private bool _isActive;
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private bool _renderingStarted;
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private ManualResetEvent _gpuDoneEvent;
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private IRenderer _renderer;
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private readonly Thread _renderingThread;
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private readonly CancellationTokenSource _gpuCancellationTokenSource;
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@ -183,6 +185,7 @@ namespace Ryujinx.Ava
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ConfigurationState.Instance.Multiplayer.LanInterfaceId.Event += UpdateLanInterfaceIdState;
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_gpuCancellationTokenSource = new CancellationTokenSource();
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_gpuDoneEvent = new ManualResetEvent(false);
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}
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private void TopLevel_PointerEnterOrMoved(object sender, PointerEventArgs e)
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@ -423,10 +426,10 @@ namespace Ryujinx.Ava
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_isActive = false;
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if (_renderingThread.IsAlive)
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{
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_renderingThread.Join();
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}
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// NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose.
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// We only need to wait for all commands submitted during the main gpu loop to be processed.
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_gpuDoneEvent.WaitOne();
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_gpuDoneEvent.Dispose();
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DisplaySleep.Restore();
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@ -917,6 +920,14 @@ namespace Ryujinx.Ava
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UpdateStatus();
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}
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}
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// Make sure all commands in the run loop are fully executed before leaving the loop.
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if (Device.Gpu.Renderer is ThreadedRenderer threaded)
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{
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threaded.FlushThreadedCommands();
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}
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_gpuDoneEvent.Set();
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});
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(_rendererHost.EmbeddedWindow as EmbeddedWindowOpenGL)?.MakeCurrent(null);
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@ -58,11 +58,20 @@
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JustifyContent="SpaceAround"
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RowSpacing="2">
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<TextBlock
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HorizontalAlignment="Center"
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VerticalAlignment="Center"
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FontSize="28"
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FontWeight="Bold"
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Text="Ryujinx"
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TextAlignment="Left" />
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<TextBlock Text="(REE-YOU-JINX)" TextAlignment="Left" />
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TextAlignment="Center"
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Width="100" />
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<TextBlock
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HorizontalAlignment="Center"
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VerticalAlignment="Center"
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FontSize="11"
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Text="(REE-YOU-JINX)"
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TextAlignment="Center"
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Width="100" />
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</flex:FlexPanel>
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</Grid>
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<TextBlock
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@ -1,5 +1,6 @@
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using Ryujinx.Common.Configuration;
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using System;
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using System.Threading;
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namespace Ryujinx.Graphics.GAL
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{
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@ -52,7 +53,7 @@ namespace Ryujinx.Graphics.GAL
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void ResetCounter(CounterType type);
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void RunLoop(Action gpuLoop)
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void RunLoop(ThreadStart gpuLoop)
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{
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gpuLoop();
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}
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@ -30,7 +30,6 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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private IRenderer _baseRenderer;
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private Thread _gpuThread;
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private Thread _backendThread;
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private bool _disposed;
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private bool _running;
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private AutoResetEvent _frameComplete = new AutoResetEvent(true);
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@ -98,19 +97,17 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_refQueue = new object[MaxRefsPerCommand * QueueCount];
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}
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public void RunLoop(Action gpuLoop)
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public void RunLoop(ThreadStart gpuLoop)
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{
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_running = true;
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_backendThread = Thread.CurrentThread;
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_gpuThread = new Thread(() => {
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gpuLoop();
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_running = false;
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_galWorkAvailable.Set();
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});
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_gpuThread = new Thread(gpuLoop)
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{
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Name = "GPU.MainThread"
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};
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_gpuThread.Name = "GPU.MainThread";
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_gpuThread.Start();
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RenderLoop();
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@ -120,7 +117,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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{
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// Power through the render queue until the Gpu thread work is done.
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while (_running && !_disposed)
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while (_running)
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{
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_galWorkAvailable.Wait();
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_galWorkAvailable.Reset();
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@ -488,12 +485,23 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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return _baseRenderer.PrepareHostMapping(address, size);
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}
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public void FlushThreadedCommands()
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{
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SpinWait wait = new();
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while (Volatile.Read(ref _commandCount) > 0)
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{
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wait.SpinOnce();
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}
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}
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public void Dispose()
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{
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// Dispose must happen from the render thread, after all commands have completed.
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// Stop the GPU thread.
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_disposed = true;
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_running = false;
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_galWorkAvailable.Set();
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if (_gpuThread != null && _gpuThread.IsAlive)
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{
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@ -390,7 +390,6 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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public void Dispose()
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{
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Renderer.Dispose();
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GPFifo.Dispose();
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HostInitalized.Dispose();
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@ -403,6 +402,8 @@ namespace Ryujinx.Graphics.Gpu
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PhysicalMemoryRegistry.Clear();
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RunDeferredActions();
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Renderer.Dispose();
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}
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}
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}
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@ -17,8 +17,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private readonly ResourceCounts _resourceCounts;
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private readonly int _stageIndex;
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private readonly int[] _constantBufferBindings;
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/// <summary>
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/// Creates a new GPU accessor.
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/// </summary>
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@ -28,12 +26,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_context = context;
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_resourceCounts = resourceCounts;
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_stageIndex = stageIndex;
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if (context.Capabilities.Api != TargetApi.Vulkan)
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{
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_constantBufferBindings = new int[Constants.TotalGpUniformBuffers];
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_constantBufferBindings.AsSpan().Fill(-1);
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}
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}
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public int QueryBindingConstantBuffer(int index)
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@ -45,15 +37,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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else
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{
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int binding = _constantBufferBindings[index];
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if (binding < 0)
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{
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binding = _resourceCounts.UniformBuffersCount++;
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_constantBufferBindings[index] = binding;
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}
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return binding;
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return _resourceCounts.UniformBuffersCount++;
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}
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}
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@ -17,6 +17,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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private readonly HashSet<int> _usedConstantBufferBindings;
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public ShaderProperties Properties => _properties;
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public ResourceManager(ShaderStage stage, IGpuAccessor gpuAccessor, ShaderProperties properties)
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{
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_gpuAccessor = gpuAccessor;
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@ -98,19 +100,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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_properties.AddConstantBuffer(binding, new BufferDefinition(BufferLayout.Std140, 0, binding, name, type));
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}
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public void InheritFrom(ResourceManager other)
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{
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for (int i = 0; i < other._cbSlotToBindingMap.Length; i++)
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{
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int binding = other._cbSlotToBindingMap[i];
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if (binding >= 0)
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{
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_cbSlotToBindingMap[i] = binding;
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}
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}
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}
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public static string GetShaderStagePrefix(ShaderStage stage)
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{
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uint index = (uint)stage;
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@ -39,9 +39,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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public TranslationOptions Options { get; }
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public ShaderProperties Properties { get; }
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public ShaderProperties Properties => ResourceManager.Properties;
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public ResourceManager ResourceManager { get; }
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public ResourceManager ResourceManager { get; set; }
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public bool TransformFeedbackEnabled { get; }
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@ -159,8 +159,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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_sbSlots = new Dictionary<int, int>();
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_sbSlotsReverse = new Dictionary<int, int>();
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Properties = new ShaderProperties();
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ResourceManager = new ResourceManager(stage, gpuAccessor, Properties);
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ResourceManager = new ResourceManager(stage, gpuAccessor, new ShaderProperties());
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}
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public ShaderConfig(
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@ -429,8 +428,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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public void InheritFrom(ShaderConfig other)
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{
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ResourceManager.InheritFrom(other.ResourceManager);
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ClipDistancesWritten |= other.ClipDistancesWritten;
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UsedFeatures |= other.UsedFeatures;
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@ -155,6 +155,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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other._config.MergeOutputUserAttributes(_config.UsedOutputAttributes, Enumerable.Empty<int>());
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// We need to share the resource manager since both shaders accesses the same constant buffers.
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other._config.ResourceManager = _config.ResourceManager;
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FunctionCode[] otherCode = EmitShader(other._program, other._config, initializeOutputs: true, out int aStart);
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code = Combine(otherCode, code, aStart);
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@ -358,7 +358,7 @@ namespace Ryujinx.Graphics.Vulkan
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public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
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{
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if (!_program.IsLinked)
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if (!_program.IsLinked || vertexCount == 0)
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{
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return;
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}
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@ -422,7 +422,7 @@ namespace Ryujinx.Graphics.Vulkan
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public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
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{
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if (!_program.IsLinked)
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if (!_program.IsLinked || indexCount == 0)
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{
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return;
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}
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@ -130,7 +130,7 @@ namespace Ryujinx.Headless.SDL2
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public float AudioVolume { get; set; }
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[Option("use-hypervisor", Required = false, Default = true, HelpText = "Uses Hypervisor over JIT if available.")]
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public bool UseHypervisor { get; set; }
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public bool? UseHypervisor { get; set; }
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[Option("lan-interface-id", Required = false, Default = "0", HelpText = "GUID for the network interface used by LAN.")]
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public string MultiplayerLanInterfaceId { get; set; }
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@ -339,6 +339,15 @@ namespace Ryujinx.Headless.SDL2
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GraphicsConfig.EnableShaderCache = true;
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if (OperatingSystem.IsMacOS())
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{
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if (option.GraphicsBackend == GraphicsBackend.OpenGl)
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{
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option.GraphicsBackend = GraphicsBackend.Vulkan;
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Logger.Warning?.Print(LogClass.Application, "OpenGL is not supported on macOS, switching to Vulkan!");
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}
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}
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IGamepad gamepad;
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if (option.ListInputIds)
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@ -550,7 +559,7 @@ namespace Ryujinx.Headless.SDL2
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options.IgnoreMissingServices,
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options.AspectRatio,
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options.AudioVolume,
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options.UseHypervisor,
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options.UseHypervisor ?? true,
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options.MultiplayerLanInterfaceId);
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return new Switch(configuration);
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@ -703,4 +712,4 @@ namespace Ryujinx.Headless.SDL2
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return true;
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}
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}
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}
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}
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@ -7,6 +7,7 @@
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<Version>1.0.0-dirty</Version>
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<DefineConstants Condition=" '$(ExtraDefineConstants)' != '' ">$(DefineConstants);$(ExtraDefineConstants)</DefineConstants>
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<SigningCertificate Condition=" '$(SigningCertificate)' == '' ">-</SigningCertificate>
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<TieredPGO>true</TieredPGO>
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</PropertyGroup>
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@ -15,6 +16,10 @@
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<PackageReference Include="Ryujinx.Graphics.Nvdec.Dependencies" />
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</ItemGroup>
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<Target Name="PostBuild" AfterTargets="PostBuildEvent" Condition="$([MSBuild]::IsOSPlatform('OSX'))">
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<Exec Command="codesign --entitlements '$(ProjectDir)..\..\distribution\macos\entitlements.xml' -f --deep -s $(SigningCertificate) '$(TargetDir)$(TargetName)'" />
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</Target>
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<ItemGroup>
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<ProjectReference Include="..\Ryujinx.Graphics.Vulkan\Ryujinx.Graphics.Vulkan.csproj" />
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<ProjectReference Include="..\Ryujinx.Input\Ryujinx.Input.csproj" />
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@ -29,6 +34,7 @@
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<ItemGroup>
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<PackageReference Include="CommandLineParser" />
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<PackageReference Include="Ryujinx.Graphics.Vulkan.Dependencies.MoltenVK" Condition="'$(RuntimeIdentifier)' != 'linux-x64' AND '$(RuntimeIdentifier)' != 'win10-x64'" />
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</ItemGroup>
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<ItemGroup>
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@ -63,4 +69,4 @@
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<PublishTrimmed>true</PublishTrimmed>
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<TrimMode>partial</TrimMode>
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</PropertyGroup>
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</Project>
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</Project>
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@ -62,6 +62,7 @@ namespace Ryujinx.Headless.SDL2
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private readonly long _ticksPerFrame;
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private readonly CancellationTokenSource _gpuCancellationTokenSource;
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private readonly ManualResetEvent _exitEvent;
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private readonly ManualResetEvent _gpuDoneEvent;
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private long _ticks;
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private bool _isActive;
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@ -91,6 +92,7 @@ namespace Ryujinx.Headless.SDL2
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_ticksPerFrame = Stopwatch.Frequency / TargetFps;
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_gpuCancellationTokenSource = new CancellationTokenSource();
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_exitEvent = new ManualResetEvent(false);
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_gpuDoneEvent = new ManualResetEvent(false);
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_aspectRatio = aspectRatio;
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_enableMouse = enableMouse;
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HostUiTheme = new HeadlessHostUiTheme();
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@ -275,6 +277,14 @@ namespace Ryujinx.Headless.SDL2
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
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}
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}
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// Make sure all commands in the run loop are fully executed before leaving the loop.
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if (Device.Gpu.Renderer is ThreadedRenderer threaded)
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{
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threaded.FlushThreadedCommands();
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}
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|
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_gpuDoneEvent.Set();
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});
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FinalizeWindowRenderer();
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@ -404,7 +414,10 @@ namespace Ryujinx.Headless.SDL2
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MainLoop();
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renderLoopThread.Join();
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// NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose.
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// We only need to wait for all commands submitted during the main gpu loop to be processed.
|
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_gpuDoneEvent.WaitOne();
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_gpuDoneEvent.Dispose();
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nvStutterWorkaround?.Join();
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|
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Exit();
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|
@ -65,6 +65,7 @@ namespace Ryujinx.Ui
|
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private KeyboardHotkeyState _prevHotkeyState;
|
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|
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private readonly ManualResetEvent _exitEvent;
|
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private readonly ManualResetEvent _gpuDoneEvent;
|
||||
|
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private readonly CancellationTokenSource _gpuCancellationTokenSource;
|
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|
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@ -110,6 +111,7 @@ namespace Ryujinx.Ui
|
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| EventMask.KeyReleaseMask));
|
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|
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_exitEvent = new ManualResetEvent(false);
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_gpuDoneEvent = new ManualResetEvent(false);
|
||||
|
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_gpuCancellationTokenSource = new CancellationTokenSource();
|
||||
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||||
@ -499,6 +501,14 @@ namespace Ryujinx.Ui
|
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure all commands in the run loop are fully executed before leaving the loop.
|
||||
if (Device.Gpu.Renderer is ThreadedRenderer threaded)
|
||||
{
|
||||
threaded.FlushThreadedCommands();
|
||||
}
|
||||
|
||||
_gpuDoneEvent.Set();
|
||||
});
|
||||
}
|
||||
|
||||
@ -542,7 +552,10 @@ namespace Ryujinx.Ui
|
||||
|
||||
MainLoop();
|
||||
|
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renderLoopThread.Join();
|
||||
// NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose.
|
||||
// We only need to wait for all commands submitted during the main gpu loop to be processed.
|
||||
_gpuDoneEvent.WaitOne();
|
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_gpuDoneEvent.Dispose();
|
||||
nvStutterWorkaround?.Join();
|
||||
|
||||
Exit();
|
||||
|
Reference in New Issue
Block a user