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author | bunnei <bunneidev@gmail.com> | 2020-02-27 00:28:50 +0100 |
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committer | bunnei <bunneidev@gmail.com> | 2020-02-27 00:28:50 +0100 |
commit | aef159354cd6c5cbbf6366bcfd767a9b4e0b7dd9 (patch) | |
tree | 463fc81637722a45f3cac93bfc183d5024e7212f | |
parent | renderer_opengl: Create gl_framebuffer_data if empty. (diff) | |
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-rw-r--r-- | src/core/frontend/emu_window.h | 41 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 73 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.h | 5 |
3 files changed, 42 insertions, 77 deletions
diff --git a/src/core/frontend/emu_window.h b/src/core/frontend/emu_window.h index 856cb61e9..5eb87fb63 100644 --- a/src/core/frontend/emu_window.h +++ b/src/core/frontend/emu_window.h @@ -12,45 +12,6 @@ namespace Core::Frontend { -struct Frame; -/** - * 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 can define to sync frames between the render thread and the - * presentation thread - */ -class TextureMailbox { -public: - virtual ~TextureMailbox() = default; - - /** - * Recreate the render objects attached to this frame with the new specified width/height - */ - virtual void ReloadRenderFrame(Frontend::Frame* frame, u32 width, u32 height) = 0; - - /** - * Recreate the presentation objects attached to this frame with the new specified width/height - */ - virtual void ReloadPresentFrame(Frontend::Frame* frame, u32 width, u32 height) = 0; - - /** - * Render thread calls this to get an available frame to present - */ - virtual Frontend::Frame* GetRenderFrame() = 0; - - /** - * Render thread calls this after draw commands are done to add to the presentation mailbox - */ - virtual void ReleaseRenderFrame(Frame* frame) = 0; - - /** - * Presentation thread calls this to get the latest frame available to present. If there is no - * frame available after timeout, returns the previous frame. If there is no previous frame it - * returns nullptr - */ - virtual Frontend::Frame* TryGetPresentFrame(int timeout_ms) = 0; -}; - /** * Represents a graphics context that can be used for background computation or drawing. If the * graphics backend doesn't require the context, then the implementation of these methods can be @@ -168,8 +129,6 @@ public: */ void UpdateCurrentFramebufferLayout(unsigned width, unsigned height); - std::unique_ptr<TextureMailbox> mailbox; - protected: EmuWindow(); virtual ~EmuWindow(); diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index fa226c8ca..e516ede9d 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -22,12 +22,17 @@ #include "video_core/renderer_opengl/gl_rasterizer.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 { u32 width{}; /// Width of the frame (to detect resize) 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::OGLFramebuffer render{}; /// FBO created on the render thread OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread @@ -36,40 +41,37 @@ struct Frame { 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: std::mutex swap_chain_lock; 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) { free_queue.push(&frame); } } - ~OGLTextureMailbox() override { + ~FrameMailbox() { // lock the mutex and clear out the present and free_queues and notify any people who are // blocked to prevent deadlock on shutdown 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_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.Create(); GLint previous_draw_fbo{}; @@ -84,7 +86,7 @@ public: 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 state = OpenGLState::GetCurState(); @@ -103,7 +105,7 @@ public: state.Apply(); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 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!"); } prev_state.Apply(); @@ -112,7 +114,7 @@ public: frame->color_reloaded = true; } - Core::Frontend::Frame* GetRenderFrame() override { + Frame* GetRenderFrame() { std::unique_lock<std::mutex> lock(swap_chain_lock); // If theres no free frames, we will reuse the oldest render frame @@ -122,18 +124,18 @@ public: return frame; } - Core::Frontend::Frame* frame = free_queue.front(); + Frame* frame = free_queue.front(); free_queue.pop(); return frame; } - void ReleaseRenderFrame(Core::Frontend::Frame* frame) override { + void ReleaseRenderFrame(Frame* frame) { std::unique_lock<std::mutex> lock(swap_chain_lock); present_queue.push_front(frame); 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); // wait for new entries in the present_queue 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 - Core::Frontend::Frame* frame = present_queue.front(); + Frame* frame = present_queue.front(); present_queue.pop_front(); // remove all old entries from the present queue and move them back to the free_queue for (auto f : present_queue) { @@ -295,9 +297,8 @@ void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severit } // Anonymous namespace 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; @@ -319,11 +320,11 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { PrepareRendertarget(framebuffer); RenderScreenshot(); - Core::Frontend::Frame* frame; + Frame* frame; { MICROPROFILE_SCOPE(OpenGL_WaitPresent); - frame = render_window.mailbox->GetRenderFrame(); + frame = frame_mailbox->GetRenderFrame(); // Clean up sync objects before drawing @@ -356,7 +357,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { is_srgb != frame->is_srgb) { LOG_DEBUG(Render_OpenGL, "Reloading render frame"); 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.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 frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); glFlush(); - render_window.mailbox->ReleaseRenderFrame(frame); + frame_mailbox->ReleaseRenderFrame(frame); m_current_frame++; rasterizer->TickFrame(); } @@ -615,7 +616,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { void RendererOpenGL::TryPresent(int timeout_ms) { const auto& layout = render_window.GetFramebufferLayout(); - auto frame = render_window.mailbox->TryGetPresentFrame(timeout_ms); + auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms); if (!frame) { LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present"); return; @@ -628,7 +629,7 @@ void RendererOpenGL::TryPresent(int timeout_ms) { // Recreate the presentation FBO if the color attachment was changed if (frame->color_reloaded) { 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); // INTEL workaround. diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 797965925..4107e10a9 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -50,6 +50,8 @@ struct PresentationTexture { OGLTexture texture; }; +class FrameMailbox; + class RendererOpenGL final : public VideoCore::RendererBase { public: explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system); @@ -111,6 +113,9 @@ private: /// Represents if the final render frame is sRGB bool is_srgb{}; + + /// Frame presentation mailbox + std::unique_ptr<FrameMailbox> frame_mailbox; }; } // namespace OpenGL |