mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-26 12:03:01 +00:00
9ba73ffbe5
* Prefetch capabilities before spawning translation threads. The Backend Multithreading only expects one thread to submit commands at a time. When compiling shaders, the translator may request the host GPU capabilities from the backend. It's possible for a bunch of translators to do this at the same time. There's a caching mechanism in place so that the capabilities are only fetched once. By triggering this before spawning the thread, the async translation threads no longer try to queue onto the backend queue all at the same time. The Capabilities do need to be checked from the GPU thread, due to OpenGL needing a context to check them, so it's not possible to call the underlying backend directly. * Initialize the capabilities when setting the GPU thread + missing call in headless * Remove private variables
422 lines
14 KiB
C#
422 lines
14 KiB
C#
using ARMeilleure.Translation;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.GAL.Multithreading;
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using Ryujinx.HLE.HOS.Applets;
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using Ryujinx.HLE.HOS.Services.Am.AppletOE.ApplicationProxyService.ApplicationProxy.Types;
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using Ryujinx.HLE.Ui;
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using Ryujinx.Input;
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using Ryujinx.Input.HLE;
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using Ryujinx.SDL2.Common;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading;
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using static SDL2.SDL;
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using Switch = Ryujinx.HLE.Switch;
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namespace Ryujinx.Headless.SDL2
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{
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abstract class WindowBase : IHostUiHandler, IDisposable
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{
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protected const int DefaultWidth = 1280;
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protected const int DefaultHeight = 720;
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private const SDL_WindowFlags DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI | SDL_WindowFlags.SDL_WINDOW_RESIZABLE | SDL_WindowFlags.SDL_WINDOW_INPUT_FOCUS | SDL_WindowFlags.SDL_WINDOW_SHOWN;
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private const int TargetFps = 60;
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public NpadManager NpadManager { get; }
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public TouchScreenManager TouchScreenManager { get; }
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public Switch Device { get; private set; }
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public IRenderer Renderer { get; private set; }
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public event EventHandler<StatusUpdatedEventArgs> StatusUpdatedEvent;
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protected IntPtr WindowHandle { get; set; }
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public IHostUiTheme HostUiTheme { get; }
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protected SDL2MouseDriver MouseDriver;
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private InputManager _inputManager;
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private IKeyboard _keyboardInterface;
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private GraphicsDebugLevel _glLogLevel;
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private readonly Stopwatch _chrono;
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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 long _ticks;
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private bool _isActive;
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private bool _isStopped;
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private uint _windowId;
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private string _gpuVendorName;
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private AspectRatio _aspectRatio;
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private bool _enableMouse;
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public WindowBase(InputManager inputManager, GraphicsDebugLevel glLogLevel, AspectRatio aspectRatio, bool enableMouse)
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{
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MouseDriver = new SDL2MouseDriver();
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_inputManager = inputManager;
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_inputManager.SetMouseDriver(MouseDriver);
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NpadManager = _inputManager.CreateNpadManager();
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TouchScreenManager = _inputManager.CreateTouchScreenManager();
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_keyboardInterface = (IKeyboard)_inputManager.KeyboardDriver.GetGamepad("0");
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_glLogLevel = glLogLevel;
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_chrono = new Stopwatch();
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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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_aspectRatio = aspectRatio;
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_enableMouse = enableMouse;
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HostUiTheme = new HeadlessHostUiTheme();
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SDL2Driver.Instance.Initialize();
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}
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public void Initialize(Switch device, List<InputConfig> inputConfigs, bool enableKeyboard, bool enableMouse)
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{
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Device = device;
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IRenderer renderer = Device.Gpu.Renderer;
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if (renderer is ThreadedRenderer tr)
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{
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renderer = tr.BaseRenderer;
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}
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Renderer = renderer;
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NpadManager.Initialize(device, inputConfigs, enableKeyboard, enableMouse);
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TouchScreenManager.Initialize(device);
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}
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private void InitializeWindow()
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{
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string titleNameSection = string.IsNullOrWhiteSpace(Device.Application.TitleName) ? string.Empty
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: $" - {Device.Application.TitleName}";
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string titleVersionSection = string.IsNullOrWhiteSpace(Device.Application.DisplayVersion) ? string.Empty
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: $" v{Device.Application.DisplayVersion}";
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string titleIdSection = string.IsNullOrWhiteSpace(Device.Application.TitleIdText) ? string.Empty
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: $" ({Device.Application.TitleIdText.ToUpper()})";
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string titleArchSection = Device.Application.TitleIs64Bit ? " (64-bit)" : " (32-bit)";
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WindowHandle = SDL_CreateWindow($"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, DefaultWidth, DefaultHeight, DefaultFlags | GetWindowFlags());
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if (WindowHandle == IntPtr.Zero)
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{
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string errorMessage = $"SDL_CreateWindow failed with error \"{SDL_GetError()}\"";
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Logger.Error?.Print(LogClass.Application, errorMessage);
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throw new Exception(errorMessage);
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}
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_windowId = SDL_GetWindowID(WindowHandle);
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SDL2Driver.Instance.RegisterWindow(_windowId, HandleWindowEvent);
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}
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private void HandleWindowEvent(SDL_Event evnt)
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{
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if (evnt.type == SDL_EventType.SDL_WINDOWEVENT)
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{
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switch (evnt.window.windowEvent)
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{
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case SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:
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Renderer?.Window.SetSize(evnt.window.data1, evnt.window.data2);
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MouseDriver.SetClientSize(evnt.window.data1, evnt.window.data2);
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break;
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case SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE:
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Exit();
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break;
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default:
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break;
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}
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}
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else
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{
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MouseDriver.Update(evnt);
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}
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}
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protected abstract void InitializeRenderer();
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protected abstract void FinalizeRenderer();
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protected abstract void SwapBuffers();
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protected abstract string GetGpuVendorName();
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public abstract SDL_WindowFlags GetWindowFlags();
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public void Render()
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{
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InitializeRenderer();
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Device.Gpu.Renderer.Initialize(_glLogLevel);
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_gpuVendorName = GetGpuVendorName();
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Device.Gpu.Renderer.RunLoop(() =>
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{
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Device.Gpu.SetGpuThread();
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Device.Gpu.InitializeShaderCache(_gpuCancellationTokenSource.Token);
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Translator.IsReadyForTranslation.Set();
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while (_isActive)
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{
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if (_isStopped)
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{
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return;
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}
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_ticks += _chrono.ElapsedTicks;
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_chrono.Restart();
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if (Device.WaitFifo())
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{
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Device.Statistics.RecordFifoStart();
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Device.ProcessFrame();
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Device.Statistics.RecordFifoEnd();
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}
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while (Device.ConsumeFrameAvailable())
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{
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Device.PresentFrame(SwapBuffers);
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}
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if (_ticks >= _ticksPerFrame)
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{
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string dockedMode = Device.System.State.DockedMode ? "Docked" : "Handheld";
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float scale = Graphics.Gpu.GraphicsConfig.ResScale;
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if (scale != 1)
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{
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dockedMode += $" ({scale}x)";
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}
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StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs(
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Device.EnableDeviceVsync,
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dockedMode,
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Device.Configuration.AspectRatio.ToText(),
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$"Game: {Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)",
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$"FIFO: {Device.Statistics.GetFifoPercent():0.00} %",
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$"GPU: {_gpuVendorName}"));
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
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}
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}
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});
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FinalizeRenderer();
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}
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public void Exit()
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{
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TouchScreenManager?.Dispose();
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NpadManager?.Dispose();
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if (_isStopped)
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{
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return;
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}
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_gpuCancellationTokenSource.Cancel();
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_isStopped = true;
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_isActive = false;
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_exitEvent.WaitOne();
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_exitEvent.Dispose();
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}
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public void MainLoop()
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{
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while (_isActive)
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{
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UpdateFrame();
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SDL_PumpEvents();
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// Polling becomes expensive if it's not slept
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Thread.Sleep(1);
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}
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_exitEvent.Set();
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}
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private void NVStutterWorkaround()
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{
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while (_isActive)
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{
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// When NVIDIA Threaded Optimization is on, the driver will snapshot all threads in the system whenever the application creates any new ones.
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// The ThreadPool has something called a "GateThread" which terminates itself after some inactivity.
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// However, it immediately starts up again, since the rules regarding when to terminate and when to start differ.
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// This creates a new thread every second or so.
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// The main problem with this is that the thread snapshot can take 70ms, is on the OpenGL thread and will delay rendering any graphics.
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// This is a little over budget on a frame time of 16ms, so creates a large stutter.
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// The solution is to keep the ThreadPool active so that it never has a reason to terminate the GateThread.
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// TODO: This should be removed when the issue with the GateThread is resolved.
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ThreadPool.QueueUserWorkItem((state) => { });
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Thread.Sleep(300);
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}
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}
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private bool UpdateFrame()
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{
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if (!_isActive)
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{
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return true;
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}
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if (_isStopped)
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{
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return false;
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}
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NpadManager.Update();
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// Touchscreen
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bool hasTouch = false;
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// Get screen touch position
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if (!_enableMouse)
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{
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hasTouch = TouchScreenManager.Update(true, (_inputManager.MouseDriver as SDL2MouseDriver).IsButtonPressed(MouseButton.Button1), _aspectRatio.ToFloat());
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}
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if (!hasTouch)
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{
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TouchScreenManager.Update(false);
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}
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Device.Hid.DebugPad.Update();
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return true;
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}
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public void Execute()
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{
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_chrono.Restart();
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_isActive = true;
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InitializeWindow();
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Thread renderLoopThread = new Thread(Render)
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{
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Name = "GUI.RenderLoop"
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};
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renderLoopThread.Start();
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Thread nvStutterWorkaround = null;
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if (Renderer is Graphics.OpenGL.Renderer)
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{
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nvStutterWorkaround = new Thread(NVStutterWorkaround)
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{
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Name = "GUI.NVStutterWorkaround"
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};
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nvStutterWorkaround.Start();
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}
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MainLoop();
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renderLoopThread.Join();
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nvStutterWorkaround?.Join();
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Exit();
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}
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public bool DisplayInputDialog(SoftwareKeyboardUiArgs args, out string userText)
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{
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// SDL2 doesn't support input dialogs
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userText = "Ryujinx";
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return true;
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}
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public bool DisplayMessageDialog(string title, string message)
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{
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SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags.SDL_MESSAGEBOX_INFORMATION, title, message, WindowHandle);
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return true;
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}
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public bool DisplayMessageDialog(ControllerAppletUiArgs args)
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{
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string playerCount = args.PlayerCountMin == args.PlayerCountMax ? $"exactly {args.PlayerCountMin}" : $"{args.PlayerCountMin}-{args.PlayerCountMax}";
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string message = $"Application requests {playerCount} player(s) with:\n\n"
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+ $"TYPES: {args.SupportedStyles}\n\n"
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+ $"PLAYERS: {string.Join(", ", args.SupportedPlayers)}\n\n"
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+ (args.IsDocked ? "Docked mode set. Handheld is also invalid.\n\n" : "")
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+ "Please reconfigure Input now and then press OK.";
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return DisplayMessageDialog("Controller Applet", message);
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}
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public IDynamicTextInputHandler CreateDynamicTextInputHandler()
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{
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return new HeadlessDynamicTextInputHandler();
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}
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public void ExecuteProgram(Switch device, ProgramSpecifyKind kind, ulong value)
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{
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device.Configuration.UserChannelPersistence.ExecuteProgram(kind, value);
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Exit();
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}
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public bool DisplayErrorAppletDialog(string title, string message, string[] buttonsText)
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{
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SDL_MessageBoxData data = new SDL_MessageBoxData
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{
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title = title,
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message = message,
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buttons = new SDL_MessageBoxButtonData[buttonsText.Length],
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numbuttons = buttonsText.Length,
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window = WindowHandle
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};
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for (int i = 0; i < buttonsText.Length; i++)
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{
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data.buttons[i] = new SDL_MessageBoxButtonData
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{
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buttonid = i,
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text = buttonsText[i]
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};
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}
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SDL_ShowMessageBox(ref data, out int _);
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return true;
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_isActive = false;
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TouchScreenManager?.Dispose();
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NpadManager.Dispose();
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SDL2Driver.Instance.UnregisterWindow(_windowId);
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SDL_DestroyWindow(WindowHandle);
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SDL2Driver.Instance.Dispose();
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}
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}
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}
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}
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