|
@@ -22,12 +22,17 @@
|
|
|
#include "video_core/renderer_opengl/gl_rasterizer.h"
|
|
#include "video_core/renderer_opengl/gl_rasterizer.h"
|
|
|
#include "video_core/renderer_opengl/renderer_opengl.h"
|
|
#include "video_core/renderer_opengl/renderer_opengl.h"
|
|
|
|
|
|
|
|
-namespace Core::Frontend {
|
|
|
|
|
|
|
+namespace OpenGL {
|
|
|
|
|
+
|
|
|
|
|
+// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
|
|
|
|
|
+// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
|
|
|
|
|
+// number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
|
|
|
|
|
+constexpr std::size_t SWAP_CHAIN_SIZE = 9;
|
|
|
|
|
|
|
|
struct Frame {
|
|
struct Frame {
|
|
|
u32 width{}; /// Width of the frame (to detect resize)
|
|
u32 width{}; /// Width of the frame (to detect resize)
|
|
|
u32 height{}; /// Height of the frame
|
|
u32 height{}; /// Height of the frame
|
|
|
- bool color_reloaded = false; /// Texture attachment was recreated (ie: resized)
|
|
|
|
|
|
|
+ bool color_reloaded{}; /// Texture attachment was recreated (ie: resized)
|
|
|
OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
|
|
OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
|
|
|
OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
|
|
OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
|
|
|
OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
|
|
OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
|
|
@@ -36,40 +41,37 @@ struct Frame {
|
|
|
bool is_srgb{}; /// Framebuffer is sRGB or RGB
|
|
bool is_srgb{}; /// Framebuffer is sRGB or RGB
|
|
|
};
|
|
};
|
|
|
|
|
|
|
|
-} // namespace Core::Frontend
|
|
|
|
|
-
|
|
|
|
|
-namespace OpenGL {
|
|
|
|
|
-
|
|
|
|
|
-// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
|
|
|
|
|
-// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
|
|
|
|
|
-// number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
|
|
|
|
|
-constexpr std::size_t SWAP_CHAIN_SIZE = 9;
|
|
|
|
|
-
|
|
|
|
|
-class OGLTextureMailbox : public Core::Frontend::TextureMailbox {
|
|
|
|
|
|
|
+/**
|
|
|
|
|
+ * For smooth Vsync rendering, we want to always present the latest frame that the core generates,
|
|
|
|
|
+ * but also make sure that rendering happens at the pace that the frontend dictates. This is a
|
|
|
|
|
+ * helper class that the renderer uses to sync frames between the render thread and the presentation
|
|
|
|
|
+ * thread
|
|
|
|
|
+ */
|
|
|
|
|
+class FrameMailbox {
|
|
|
public:
|
|
public:
|
|
|
std::mutex swap_chain_lock;
|
|
std::mutex swap_chain_lock;
|
|
|
std::condition_variable present_cv;
|
|
std::condition_variable present_cv;
|
|
|
- std::array<Core::Frontend::Frame, SWAP_CHAIN_SIZE> swap_chain{};
|
|
|
|
|
- std::queue<Core::Frontend::Frame*> free_queue;
|
|
|
|
|
- std::deque<Core::Frontend::Frame*> present_queue;
|
|
|
|
|
- Core::Frontend::Frame* previous_frame{};
|
|
|
|
|
|
|
+ std::array<Frame, SWAP_CHAIN_SIZE> swap_chain{};
|
|
|
|
|
+ std::queue<Frame*> free_queue;
|
|
|
|
|
+ std::deque<Frame*> present_queue;
|
|
|
|
|
+ Frame* previous_frame{};
|
|
|
|
|
|
|
|
- OGLTextureMailbox() {
|
|
|
|
|
|
|
+ FrameMailbox() {
|
|
|
for (auto& frame : swap_chain) {
|
|
for (auto& frame : swap_chain) {
|
|
|
free_queue.push(&frame);
|
|
free_queue.push(&frame);
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- ~OGLTextureMailbox() override {
|
|
|
|
|
|
|
+ ~FrameMailbox() {
|
|
|
// lock the mutex and clear out the present and free_queues and notify any people who are
|
|
// lock the mutex and clear out the present and free_queues and notify any people who are
|
|
|
// blocked to prevent deadlock on shutdown
|
|
// blocked to prevent deadlock on shutdown
|
|
|
std::scoped_lock lock(swap_chain_lock);
|
|
std::scoped_lock lock(swap_chain_lock);
|
|
|
- std::queue<Core::Frontend::Frame*>().swap(free_queue);
|
|
|
|
|
|
|
+ std::queue<Frame*>().swap(free_queue);
|
|
|
present_queue.clear();
|
|
present_queue.clear();
|
|
|
present_cv.notify_all();
|
|
present_cv.notify_all();
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- void ReloadPresentFrame(Core::Frontend::Frame* frame, u32 height, u32 width) override {
|
|
|
|
|
|
|
+ void ReloadPresentFrame(Frame* frame, u32 height, u32 width) {
|
|
|
frame->present.Release();
|
|
frame->present.Release();
|
|
|
frame->present.Create();
|
|
frame->present.Create();
|
|
|
GLint previous_draw_fbo{};
|
|
GLint previous_draw_fbo{};
|
|
@@ -84,7 +86,7 @@ public:
|
|
|
frame->color_reloaded = false;
|
|
frame->color_reloaded = false;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- void ReloadRenderFrame(Core::Frontend::Frame* frame, u32 width, u32 height) override {
|
|
|
|
|
|
|
+ void ReloadRenderFrame(Frame* frame, u32 width, u32 height) {
|
|
|
OpenGLState prev_state = OpenGLState::GetCurState();
|
|
OpenGLState prev_state = OpenGLState::GetCurState();
|
|
|
OpenGLState state = OpenGLState::GetCurState();
|
|
OpenGLState state = OpenGLState::GetCurState();
|
|
|
|
|
|
|
@@ -103,7 +105,7 @@ public:
|
|
|
state.Apply();
|
|
state.Apply();
|
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
|
|
|
frame->color.handle);
|
|
frame->color.handle);
|
|
|
- if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
|
|
|
|
|
|
|
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
|
|
LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
|
|
|
}
|
|
}
|
|
|
prev_state.Apply();
|
|
prev_state.Apply();
|
|
@@ -112,7 +114,7 @@ public:
|
|
|
frame->color_reloaded = true;
|
|
frame->color_reloaded = true;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- Core::Frontend::Frame* GetRenderFrame() override {
|
|
|
|
|
|
|
+ Frame* GetRenderFrame() {
|
|
|
std::unique_lock<std::mutex> lock(swap_chain_lock);
|
|
std::unique_lock<std::mutex> lock(swap_chain_lock);
|
|
|
|
|
|
|
|
// If theres no free frames, we will reuse the oldest render frame
|
|
// If theres no free frames, we will reuse the oldest render frame
|
|
@@ -122,18 +124,18 @@ public:
|
|
|
return frame;
|
|
return frame;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- Core::Frontend::Frame* frame = free_queue.front();
|
|
|
|
|
|
|
+ Frame* frame = free_queue.front();
|
|
|
free_queue.pop();
|
|
free_queue.pop();
|
|
|
return frame;
|
|
return frame;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- void ReleaseRenderFrame(Core::Frontend::Frame* frame) override {
|
|
|
|
|
|
|
+ void ReleaseRenderFrame(Frame* frame) {
|
|
|
std::unique_lock<std::mutex> lock(swap_chain_lock);
|
|
std::unique_lock<std::mutex> lock(swap_chain_lock);
|
|
|
present_queue.push_front(frame);
|
|
present_queue.push_front(frame);
|
|
|
present_cv.notify_one();
|
|
present_cv.notify_one();
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- Core::Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
|
|
|
|
|
|
|
+ Frame* TryGetPresentFrame(int timeout_ms) {
|
|
|
std::unique_lock<std::mutex> lock(swap_chain_lock);
|
|
std::unique_lock<std::mutex> lock(swap_chain_lock);
|
|
|
// wait for new entries in the present_queue
|
|
// wait for new entries in the present_queue
|
|
|
present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
|
|
present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
|
|
@@ -149,7 +151,7 @@ public:
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// the newest entries are pushed to the front of the queue
|
|
// the newest entries are pushed to the front of the queue
|
|
|
- Core::Frontend::Frame* frame = present_queue.front();
|
|
|
|
|
|
|
+ Frame* frame = present_queue.front();
|
|
|
present_queue.pop_front();
|
|
present_queue.pop_front();
|
|
|
// remove all old entries from the present queue and move them back to the free_queue
|
|
// remove all old entries from the present queue and move them back to the free_queue
|
|
|
for (auto f : present_queue) {
|
|
for (auto f : present_queue) {
|
|
@@ -295,9 +297,8 @@ void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severit
|
|
|
} // Anonymous namespace
|
|
} // Anonymous namespace
|
|
|
|
|
|
|
|
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
|
|
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
|
|
|
- : VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {
|
|
|
|
|
- emu_window.mailbox = std::make_unique<OGLTextureMailbox>();
|
|
|
|
|
-}
|
|
|
|
|
|
|
+ : VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
|
|
|
|
|
+ frame_mailbox{std::make_unique<FrameMailbox>()} {}
|
|
|
|
|
|
|
|
RendererOpenGL::~RendererOpenGL() = default;
|
|
RendererOpenGL::~RendererOpenGL() = default;
|
|
|
|
|
|
|
@@ -319,11 +320,11 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
|
|
|
PrepareRendertarget(framebuffer);
|
|
PrepareRendertarget(framebuffer);
|
|
|
RenderScreenshot();
|
|
RenderScreenshot();
|
|
|
|
|
|
|
|
- Core::Frontend::Frame* frame;
|
|
|
|
|
|
|
+ Frame* frame;
|
|
|
{
|
|
{
|
|
|
MICROPROFILE_SCOPE(OpenGL_WaitPresent);
|
|
MICROPROFILE_SCOPE(OpenGL_WaitPresent);
|
|
|
|
|
|
|
|
- frame = render_window.mailbox->GetRenderFrame();
|
|
|
|
|
|
|
+ frame = frame_mailbox->GetRenderFrame();
|
|
|
|
|
|
|
|
// Clean up sync objects before drawing
|
|
// Clean up sync objects before drawing
|
|
|
|
|
|
|
@@ -356,7 +357,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
|
|
|
is_srgb != frame->is_srgb) {
|
|
is_srgb != frame->is_srgb) {
|
|
|
LOG_DEBUG(Render_OpenGL, "Reloading render frame");
|
|
LOG_DEBUG(Render_OpenGL, "Reloading render frame");
|
|
|
is_srgb = frame->is_srgb = screen_info.display_srgb;
|
|
is_srgb = frame->is_srgb = screen_info.display_srgb;
|
|
|
- render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
|
|
|
|
|
|
|
+ frame_mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
|
|
|
}
|
|
}
|
|
|
state.draw.draw_framebuffer = frame->render.handle;
|
|
state.draw.draw_framebuffer = frame->render.handle;
|
|
|
state.Apply();
|
|
state.Apply();
|
|
@@ -364,7 +365,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
|
|
|
// Create a fence for the frontend to wait on and swap this frame to OffTex
|
|
// Create a fence for the frontend to wait on and swap this frame to OffTex
|
|
|
frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
|
glFlush();
|
|
glFlush();
|
|
|
- render_window.mailbox->ReleaseRenderFrame(frame);
|
|
|
|
|
|
|
+ frame_mailbox->ReleaseRenderFrame(frame);
|
|
|
m_current_frame++;
|
|
m_current_frame++;
|
|
|
rasterizer->TickFrame();
|
|
rasterizer->TickFrame();
|
|
|
}
|
|
}
|
|
@@ -615,7 +616,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
|
|
|
|
|
|
|
|
void RendererOpenGL::TryPresent(int timeout_ms) {
|
|
void RendererOpenGL::TryPresent(int timeout_ms) {
|
|
|
const auto& layout = render_window.GetFramebufferLayout();
|
|
const auto& layout = render_window.GetFramebufferLayout();
|
|
|
- auto frame = render_window.mailbox->TryGetPresentFrame(timeout_ms);
|
|
|
|
|
|
|
+ auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms);
|
|
|
if (!frame) {
|
|
if (!frame) {
|
|
|
LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
|
|
LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
|
|
|
return;
|
|
return;
|
|
@@ -628,7 +629,7 @@ void RendererOpenGL::TryPresent(int timeout_ms) {
|
|
|
// Recreate the presentation FBO if the color attachment was changed
|
|
// Recreate the presentation FBO if the color attachment was changed
|
|
|
if (frame->color_reloaded) {
|
|
if (frame->color_reloaded) {
|
|
|
LOG_DEBUG(Render_OpenGL, "Reloading present frame");
|
|
LOG_DEBUG(Render_OpenGL, "Reloading present frame");
|
|
|
- render_window.mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
|
|
|
|
|
|
|
+ frame_mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
|
|
|
}
|
|
}
|
|
|
glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
|
|
glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
|
|
|
// INTEL workaround.
|
|
// INTEL workaround.
|