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Merge pull request #4940 from jroweboy/presentation-thread

Split Presentation thread from Render thread
This commit is contained in:
James Rowe 2019-12-15 20:25:34 -07:00 committed by GitHub
commit 439d550850
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GPG Key ID: 4AEE18F83AFDEB23
27 changed files with 899 additions and 243 deletions

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@ -35,6 +35,7 @@
#include "core/file_sys/cia_container.h" #include "core/file_sys/cia_container.h"
#include "core/frontend/applets/default_applets.h" #include "core/frontend/applets/default_applets.h"
#include "core/frontend/framebuffer_layout.h" #include "core/frontend/framebuffer_layout.h"
#include "core/frontend/scope_acquire_context.h"
#include "core/gdbstub/gdbstub.h" #include "core/gdbstub/gdbstub.h"
#include "core/hle/service/am/am.h" #include "core/hle/service/am/am.h"
#include "core/hle/service/cfg/cfg.h" #include "core/hle/service/cfg/cfg.h"
@ -347,7 +348,7 @@ int main(int argc, char** argv) {
Core::System::GetInstance().RegisterImageInterface(std::make_shared<LodePNGImageInterface>()); Core::System::GetInstance().RegisterImageInterface(std::make_shared<LodePNGImageInterface>());
std::unique_ptr<EmuWindow_SDL2> emu_window{std::make_unique<EmuWindow_SDL2>(fullscreen)}; std::unique_ptr<EmuWindow_SDL2> emu_window{std::make_unique<EmuWindow_SDL2>(fullscreen)};
Frontend::ScopeAcquireContext scope(*emu_window);
Core::System& system{Core::System::GetInstance()}; Core::System& system{Core::System::GetInstance()};
const Core::System::ResultStatus load_result{system.Load(*emu_window, filepath)}; const Core::System::ResultStatus load_result{system.Load(*emu_window, filepath)};
@ -411,9 +412,11 @@ int main(int argc, char** argv) {
system.VideoDumper().StartDumping(dump_video, "webm", layout); system.VideoDumper().StartDumping(dump_video, "webm", layout);
} }
std::thread render_thread([&emu_window] { emu_window->Present(); });
while (emu_window->IsOpen()) { while (emu_window->IsOpen()) {
system.RunLoop(); system.RunLoop();
} }
render_thread.join();
Core::Movie::GetInstance().Shutdown(); Core::Movie::GetInstance().Shutdown();
if (system.VideoDumper().IsDumping()) { if (system.VideoDumper().IsDumping()) {

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@ -121,10 +121,11 @@ void Config::ReadValues() {
Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true); Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true);
Settings::values.resolution_factor = Settings::values.resolution_factor =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "resolution_factor", 1)); static_cast<u16>(sdl2_config->GetInteger("Renderer", "resolution_factor", 1));
Settings::values.vsync_enabled = sdl2_config->GetBoolean("Renderer", "vsync_enabled", false);
Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true); Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true);
Settings::values.frame_limit = Settings::values.frame_limit =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100)); static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
Settings::values.use_vsync_new =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync_new", 1));
Settings::values.render_3d = static_cast<Settings::StereoRenderOption>( Settings::values.render_3d = static_cast<Settings::StereoRenderOption>(
sdl2_config->GetInteger("Renderer", "render_3d", 0)); sdl2_config->GetInteger("Renderer", "render_3d", 0));

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@ -112,15 +112,16 @@ shaders_accurate_mul =
# 0: Interpreter (slow), 1 (default): JIT (fast) # 0: Interpreter (slow), 1 (default): JIT (fast)
use_shader_jit = use_shader_jit =
# Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can
# so only turn this off if you notice a speed difference.
# 0: Off, 1 (default): On
use_vsync_new =
# Resolution scale factor # Resolution scale factor
# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale # 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
# factor for the 3DS resolution # factor for the 3DS resolution
resolution_factor = resolution_factor =
# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
# 0 (default): Off, 1: On
vsync_enabled =
# Turns on the frame limiter, which will limit frames output to the target game speed # Turns on the frame limiter, which will limit frames output to the target game speed
# 0: Off, 1: On (default) # 0: Off, 1: On (default)
use_frame_limit = use_frame_limit =

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@ -20,6 +20,28 @@
#include "input_common/motion_emu.h" #include "input_common/motion_emu.h"
#include "input_common/sdl/sdl.h" #include "input_common/sdl/sdl.h"
#include "network/network.h" #include "network/network.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
SharedContext_SDL2::SharedContext_SDL2() {
window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
}
SharedContext_SDL2::~SharedContext_SDL2() {
DoneCurrent();
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
void SharedContext_SDL2::MakeCurrent() {
SDL_GL_MakeCurrent(window, context);
}
void SharedContext_SDL2::DoneCurrent() {
SDL_GL_MakeCurrent(window, nullptr);
}
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) { void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0)); TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
@ -135,6 +157,10 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
// Enable context sharing for the shared context
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
// Enable vsync
SDL_GL_SetSwapInterval(1);
std::string window_title = fmt::format("Citra {} | {}-{}", Common::g_build_fullname, std::string window_title = fmt::format("Citra {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc); Common::g_scm_branch, Common::g_scm_desc);
@ -150,16 +176,24 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
exit(1); exit(1);
} }
dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
if (fullscreen) { if (fullscreen) {
Fullscreen(); Fullscreen();
} }
gl_context = SDL_GL_CreateContext(render_window); window_context = SDL_GL_CreateContext(render_window);
core_context = CreateSharedContext();
if (gl_context == nullptr) { if (window_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError()); LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
exit(1); exit(1);
} }
if (core_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
exit(1);
}
auto gl_load_func = Settings::values.use_gles ? gladLoadGLES2Loader : gladLoadGLLoader; auto gl_load_func = Settings::values.use_gles ? gladLoadGLES2Loader : gladLoadGLLoader;
@ -171,24 +205,32 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
OnResize(); OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size); OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents(); SDL_PumpEvents();
SDL_GL_SetSwapInterval(Settings::values.vsync_enabled);
LOG_INFO(Frontend, "Citra Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch, LOG_INFO(Frontend, "Citra Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch,
Common::g_scm_desc); Common::g_scm_desc);
Settings::LogSettings(); Settings::LogSettings();
DoneCurrent();
} }
EmuWindow_SDL2::~EmuWindow_SDL2() { EmuWindow_SDL2::~EmuWindow_SDL2() {
core_context.reset();
Network::Shutdown(); Network::Shutdown();
InputCommon::Shutdown(); InputCommon::Shutdown();
SDL_GL_DeleteContext(gl_context); SDL_GL_DeleteContext(window_context);
SDL_Quit(); SDL_Quit();
} }
void EmuWindow_SDL2::SwapBuffers() { std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2::CreateSharedContext() const {
return std::make_unique<SharedContext_SDL2>();
}
void EmuWindow_SDL2::Present() {
SDL_GL_MakeCurrent(render_window, window_context);
SDL_GL_SetSwapInterval(1);
while (IsOpen()) {
VideoCore::g_renderer->TryPresent(100);
SDL_GL_SwapWindow(render_window); SDL_GL_SwapWindow(render_window);
} }
SDL_GL_MakeCurrent(render_window, nullptr);
}
void EmuWindow_SDL2::PollEvents() { void EmuWindow_SDL2::PollEvents() {
SDL_Event event; SDL_Event event;
@ -256,11 +298,11 @@ void EmuWindow_SDL2::PollEvents() {
} }
void EmuWindow_SDL2::MakeCurrent() { void EmuWindow_SDL2::MakeCurrent() {
SDL_GL_MakeCurrent(render_window, gl_context); core_context->MakeCurrent();
} }
void EmuWindow_SDL2::DoneCurrent() { void EmuWindow_SDL2::DoneCurrent() {
SDL_GL_MakeCurrent(render_window, nullptr); core_context->DoneCurrent();
} }
void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) { void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {

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@ -10,13 +10,29 @@
struct SDL_Window; struct SDL_Window;
class SharedContext_SDL2 : public Frontend::GraphicsContext {
public:
using SDL_GLContext = void*;
SharedContext_SDL2();
~SharedContext_SDL2() override;
void MakeCurrent() override;
void DoneCurrent() override;
private:
SDL_GLContext context;
SDL_Window* window;
};
class EmuWindow_SDL2 : public Frontend::EmuWindow { class EmuWindow_SDL2 : public Frontend::EmuWindow {
public: public:
explicit EmuWindow_SDL2(bool fullscreen); explicit EmuWindow_SDL2(bool fullscreen);
~EmuWindow_SDL2(); ~EmuWindow_SDL2();
/// Swap buffers to display the next frame void Present();
void SwapBuffers() override;
/// Polls window events /// Polls window events
void PollEvents() override; void PollEvents() override;
@ -30,6 +46,9 @@ public:
/// Whether the window is still open, and a close request hasn't yet been sent /// Whether the window is still open, and a close request hasn't yet been sent
bool IsOpen() const; bool IsOpen() const;
/// Creates a new context that is shared with the current context
std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
private: private:
/// Called by PollEvents when a key is pressed or released. /// Called by PollEvents when a key is pressed or released.
void OnKeyEvent(int key, u8 state); void OnKeyEvent(int key, u8 state);
@ -67,9 +86,16 @@ private:
/// Internal SDL2 render window /// Internal SDL2 render window
SDL_Window* render_window; SDL_Window* render_window;
/// Fake hidden window for the core context
SDL_Window* dummy_window;
using SDL_GLContext = void*; using SDL_GLContext = void*;
/// The OpenGL context associated with the window /// The OpenGL context associated with the window
SDL_GLContext gl_context; SDL_GLContext window_context;
/// The OpenGL context associated with the core
std::unique_ptr<Frontend::GraphicsContext> core_context;
/// Keeps track of how often to update the title bar during gameplay /// Keeps track of how often to update the title bar during gameplay
u32 last_time = 0; u32 last_time = 0;

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@ -1,31 +1,50 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QApplication> #include <QApplication>
#include <QDragEnterEvent>
#include <QHBoxLayout> #include <QHBoxLayout>
#include <QKeyEvent> #include <QKeyEvent>
#include <QOffscreenSurface>
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLFunctions_3_3_Core>
#include <QOpenGLWindow>
#include <QScreen> #include <QScreen>
#include <QWindow> #include <QWindow>
#include <fmt/format.h> #include <fmt/format.h>
#include "citra_qt/bootmanager.h" #include "citra_qt/bootmanager.h"
#include "citra_qt/main.h"
#include "common/microprofile.h" #include "common/microprofile.h"
#include "common/scm_rev.h" #include "common/scm_rev.h"
#include "core/3ds.h" #include "core/3ds.h"
#include "core/core.h" #include "core/core.h"
#include "core/frontend/scope_acquire_context.h"
#include "core/settings.h" #include "core/settings.h"
#include "input_common/keyboard.h" #include "input_common/keyboard.h"
#include "input_common/main.h" #include "input_common/main.h"
#include "input_common/motion_emu.h" #include "input_common/motion_emu.h"
#include "network/network.h" #include "network/network.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"
EmuThread::EmuThread(GRenderWindow* render_window) : render_window(render_window) {} EmuThread::EmuThread(Frontend::GraphicsContext& core_context) : core_context(core_context) {}
EmuThread::~EmuThread() = default; EmuThread::~EmuThread() = default;
static GMainWindow* GetMainWindow() {
for (QWidget* w : qApp->topLevelWidgets()) {
if (GMainWindow* main = qobject_cast<GMainWindow*>(w)) {
return main;
}
}
return nullptr;
}
void EmuThread::run() { void EmuThread::run() {
render_window->MakeCurrent();
MicroProfileOnThreadCreate("EmuThread"); MicroProfileOnThreadCreate("EmuThread");
Frontend::ScopeAcquireContext scope(core_context);
// Holds whether the cpu was running during the last iteration, // Holds whether the cpu was running during the last iteration,
// so that the DebugModeLeft signal can be emitted before the // so that the DebugModeLeft signal can be emitted before the
// next execution step. // next execution step.
@ -72,48 +91,104 @@ void EmuThread::run() {
#if MICROPROFILE_ENABLED #if MICROPROFILE_ENABLED
MicroProfileOnThreadExit(); MicroProfileOnThreadExit();
#endif #endif
render_window->moveContext();
} }
// This class overrides paintEvent and resizeEvent to prevent the GUI thread from stealing GL OpenGLWindow::OpenGLWindow(QWindow* parent, QWidget* event_handler, QOpenGLContext* shared_context)
// context. : QWindow(parent), event_handler(event_handler),
// The corresponding functionality is handled in EmuThread instead context(new QOpenGLContext(shared_context->parent())) {
class GGLWidgetInternal : public QGLWidget {
public:
GGLWidgetInternal(QGLFormat fmt, GRenderWindow* parent)
: QGLWidget(fmt, parent), parent(parent) {}
void paintEvent(QPaintEvent* ev) override { // disable vsync for any shared contexts
if (do_painting) { auto format = shared_context->format();
QPainter painter(this); format.setSwapInterval(Settings::values.use_vsync_new ? 1 : 0);
this->setFormat(format);
context->setShareContext(shared_context);
context->setScreen(this->screen());
context->setFormat(format);
context->create();
LOG_WARNING(Frontend, "OpenGLWindow context format Interval {}",
context->format().swapInterval());
LOG_WARNING(Frontend, "OpenGLWindow surface format interval {}", this->format().swapInterval());
setSurfaceType(QWindow::OpenGLSurface);
// TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground,
// WA_DontShowOnScreen, WA_DeleteOnClose
}
OpenGLWindow::~OpenGLWindow() {
context->doneCurrent();
}
void OpenGLWindow::Present() {
if (!isExposed())
return;
context->makeCurrent(this);
VideoCore::g_renderer->TryPresent(100);
context->swapBuffers(this);
auto f = context->versionFunctions<QOpenGLFunctions_3_3_Core>();
f->glFinish();
QWindow::requestUpdate();
}
bool OpenGLWindow::event(QEvent* event) {
switch (event->type()) {
case QEvent::UpdateRequest:
Present();
return true;
case QEvent::MouseButtonPress:
case QEvent::MouseButtonRelease:
case QEvent::MouseButtonDblClick:
case QEvent::MouseMove:
case QEvent::KeyPress:
case QEvent::KeyRelease:
case QEvent::FocusIn:
case QEvent::FocusOut:
case QEvent::FocusAboutToChange:
case QEvent::Enter:
case QEvent::Leave:
case QEvent::Wheel:
case QEvent::TabletMove:
case QEvent::TabletPress:
case QEvent::TabletRelease:
case QEvent::TabletEnterProximity:
case QEvent::TabletLeaveProximity:
case QEvent::TouchBegin:
case QEvent::TouchUpdate:
case QEvent::TouchEnd:
case QEvent::InputMethodQuery:
case QEvent::TouchCancel:
return QCoreApplication::sendEvent(event_handler, event);
case QEvent::Drop:
GetMainWindow()->DropAction(static_cast<QDropEvent*>(event));
return true;
case QEvent::DragResponse:
case QEvent::DragEnter:
case QEvent::DragLeave:
case QEvent::DragMove:
GetMainWindow()->AcceptDropEvent(static_cast<QDropEvent*>(event));
return true;
default:
return QWindow::event(event);
} }
} }
void resizeEvent(QResizeEvent* ev) override { void OpenGLWindow::exposeEvent(QExposeEvent* event) {
parent->OnClientAreaResized(ev->size().width(), ev->size().height()); QWindow::requestUpdate();
parent->OnFramebufferSizeChanged(); QWindow::exposeEvent(event);
} }
void DisablePainting() {
do_painting = false;
}
void EnablePainting() {
do_painting = true;
}
private:
GRenderWindow* parent;
bool do_painting;
};
GRenderWindow::GRenderWindow(QWidget* parent, EmuThread* emu_thread) GRenderWindow::GRenderWindow(QWidget* parent, EmuThread* emu_thread)
: QWidget(parent), child(nullptr), emu_thread(emu_thread) { : QWidget(parent), emu_thread(emu_thread) {
setWindowTitle(QStringLiteral("Citra %1 | %2-%3") setWindowTitle(QStringLiteral("Citra %1 | %2-%3")
.arg(Common::g_build_name, Common::g_scm_branch, Common::g_scm_desc)); .arg(Common::g_build_name, Common::g_scm_branch, Common::g_scm_desc));
setAttribute(Qt::WA_AcceptTouchEvents); setAttribute(Qt::WA_AcceptTouchEvents);
auto layout = new QHBoxLayout(this);
layout->setMargin(0);
setLayout(layout);
InputCommon::Init(); InputCommon::Init();
} }
@ -121,35 +196,12 @@ GRenderWindow::~GRenderWindow() {
InputCommon::Shutdown(); InputCommon::Shutdown();
} }
void GRenderWindow::moveContext() {
DoneCurrent();
// If the thread started running, move the GL Context to the new thread. Otherwise, move it
// back.
auto thread = (QThread::currentThread() == qApp->thread() && emu_thread != nullptr)
? emu_thread
: qApp->thread();
child->context()->moveToThread(thread);
}
void GRenderWindow::SwapBuffers() {
// In our multi-threaded QGLWidget use case we shouldn't need to call `makeCurrent`,
// since we never call `doneCurrent` in this thread.
// However:
// - The Qt debug runtime prints a bogus warning on the console if `makeCurrent` wasn't called
// since the last time `swapBuffers` was executed;
// - On macOS, if `makeCurrent` isn't called explicitely, resizing the buffer breaks.
child->makeCurrent();
child->swapBuffers();
}
void GRenderWindow::MakeCurrent() { void GRenderWindow::MakeCurrent() {
child->makeCurrent(); core_context->MakeCurrent();
} }
void GRenderWindow::DoneCurrent() { void GRenderWindow::DoneCurrent() {
child->doneCurrent(); core_context->DoneCurrent();
} }
void GRenderWindow::PollEvents() {} void GRenderWindow::PollEvents() {}
@ -163,8 +215,8 @@ void GRenderWindow::OnFramebufferSizeChanged() {
// Screen changes potentially incur a change in screen DPI, hence we should update the // Screen changes potentially incur a change in screen DPI, hence we should update the
// framebuffer size // framebuffer size
const qreal pixel_ratio = windowPixelRatio(); const qreal pixel_ratio = windowPixelRatio();
const u32 width = child->QPaintDevice::width() * pixel_ratio; const u32 width = this->width() * pixel_ratio;
const u32 height = child->QPaintDevice::height() * pixel_ratio; const u32 height = this->height() * pixel_ratio;
UpdateCurrentFramebufferLayout(width, height); UpdateCurrentFramebufferLayout(width, height);
} }
@ -194,8 +246,7 @@ QByteArray GRenderWindow::saveGeometry() {
} }
qreal GRenderWindow::windowPixelRatio() const { qreal GRenderWindow::windowPixelRatio() const {
// windowHandle() might not be accessible until the window is displayed to screen. return devicePixelRatio();
return windowHandle() ? windowHandle()->screen()->devicePixelRatio() : 1.0f;
} }
std::pair<u32, u32> GRenderWindow::ScaleTouch(const QPointF pos) const { std::pair<u32, u32> GRenderWindow::ScaleTouch(const QPointF pos) const {
@ -279,15 +330,19 @@ void GRenderWindow::TouchEndEvent() {
} }
bool GRenderWindow::event(QEvent* event) { bool GRenderWindow::event(QEvent* event) {
if (event->type() == QEvent::TouchBegin) { switch (event->type()) {
case QEvent::TouchBegin:
TouchBeginEvent(static_cast<QTouchEvent*>(event)); TouchBeginEvent(static_cast<QTouchEvent*>(event));
return true; return true;
} else if (event->type() == QEvent::TouchUpdate) { case QEvent::TouchUpdate:
TouchUpdateEvent(static_cast<QTouchEvent*>(event)); TouchUpdateEvent(static_cast<QTouchEvent*>(event));
return true; return true;
} else if (event->type() == QEvent::TouchEnd || event->type() == QEvent::TouchCancel) { case QEvent::TouchEnd:
case QEvent::TouchCancel:
TouchEndEvent(); TouchEndEvent();
return true; return true;
default:
break;
} }
return QWidget::event(event); return QWidget::event(event);
@ -298,45 +353,36 @@ void GRenderWindow::focusOutEvent(QFocusEvent* event) {
InputCommon::GetKeyboard()->ReleaseAllKeys(); InputCommon::GetKeyboard()->ReleaseAllKeys();
} }
void GRenderWindow::OnClientAreaResized(u32 width, u32 height) { void GRenderWindow::resizeEvent(QResizeEvent* event) {
NotifyClientAreaSizeChanged(std::make_pair(width, height)); QWidget::resizeEvent(event);
OnFramebufferSizeChanged();
} }
void GRenderWindow::InitRenderTarget() { void GRenderWindow::InitRenderTarget() {
if (child) { ReleaseRenderTarget();
delete child;
}
if (layout()) { GMainWindow* parent = GetMainWindow();
delete layout(); QWindow* parent_win_handle = parent ? parent->windowHandle() : nullptr;
} child_window = new OpenGLWindow(parent_win_handle, this, QOpenGLContext::globalShareContext());
child_window->create();
// TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground, child_widget = createWindowContainer(child_window, this);
// WA_DontShowOnScreen, WA_DeleteOnClose child_widget->resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight);
QGLFormat fmt; layout()->addWidget(child_widget);
fmt.setVersion(3, 3);
fmt.setProfile(QGLFormat::CoreProfile);
fmt.setSwapInterval(Settings::values.vsync_enabled);
// Requests a forward-compatible context, which is required to get a 3.2+ context on OS X
fmt.setOption(QGL::NoDeprecatedFunctions);
child = new GGLWidgetInternal(fmt, this);
QBoxLayout* layout = new QHBoxLayout(this);
core_context = CreateSharedContext();
resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight); resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight);
layout->addWidget(child);
layout->setMargin(0);
setLayout(layout);
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size); OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
OnFramebufferSizeChanged();
NotifyClientAreaSizeChanged(std::pair<unsigned, unsigned>(child->width(), child->height()));
BackupGeometry(); BackupGeometry();
} }
void GRenderWindow::ReleaseRenderTarget() {
if (child_widget) {
layout()->removeWidget(child_widget);
delete child_widget;
child_widget = nullptr;
}
}
void GRenderWindow::CaptureScreenshot(u32 res_scale, const QString& screenshot_path) { void GRenderWindow::CaptureScreenshot(u32 res_scale, const QString& screenshot_path) {
if (res_scale == 0) if (res_scale == 0)
res_scale = VideoCore::GetResolutionScaleFactor(); res_scale = VideoCore::GetResolutionScaleFactor();
@ -361,18 +407,40 @@ void GRenderWindow::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal
void GRenderWindow::OnEmulationStarting(EmuThread* emu_thread) { void GRenderWindow::OnEmulationStarting(EmuThread* emu_thread) {
this->emu_thread = emu_thread; this->emu_thread = emu_thread;
child->DisablePainting();
} }
void GRenderWindow::OnEmulationStopping() { void GRenderWindow::OnEmulationStopping() {
emu_thread = nullptr; emu_thread = nullptr;
child->EnablePainting();
} }
void GRenderWindow::showEvent(QShowEvent* event) { void GRenderWindow::showEvent(QShowEvent* event) {
QWidget::showEvent(event); QWidget::showEvent(event);
}
// windowHandle() is not initialized until the Window is shown, so we connect it here.
connect(windowHandle(), &QWindow::screenChanged, this, &GRenderWindow::OnFramebufferSizeChanged, std::unique_ptr<Frontend::GraphicsContext> GRenderWindow::CreateSharedContext() const {
Qt::UniqueConnection); return std::make_unique<GLContext>(QOpenGLContext::globalShareContext());
}
GLContext::GLContext(QOpenGLContext* shared_context)
: context(new QOpenGLContext(shared_context->parent())),
surface(new QOffscreenSurface(nullptr)) {
// disable vsync for any shared contexts
auto format = shared_context->format();
format.setSwapInterval(0);
context->setShareContext(shared_context);
context->setFormat(format);
context->create();
surface->setParent(shared_context->parent());
surface->setFormat(format);
surface->create();
}
void GLContext::MakeCurrent() {
context->makeCurrent(surface);
}
void GLContext::DoneCurrent() {
context->doneCurrent();
} }

View File

@ -7,9 +7,9 @@
#include <atomic> #include <atomic>
#include <condition_variable> #include <condition_variable>
#include <mutex> #include <mutex>
#include <QGLWidget>
#include <QImage>
#include <QThread> #include <QThread>
#include <QWidget>
#include <QWindow>
#include "common/thread.h" #include "common/thread.h"
#include "core/core.h" #include "core/core.h"
#include "core/frontend/emu_window.h" #include "core/frontend/emu_window.h"
@ -17,16 +17,30 @@
class QKeyEvent; class QKeyEvent;
class QScreen; class QScreen;
class QTouchEvent; class QTouchEvent;
class QOffscreenSurface;
class QOpenGLContext;
class GGLWidgetInternal;
class GMainWindow; class GMainWindow;
class GRenderWindow; class GRenderWindow;
class GLContext : public Frontend::GraphicsContext {
public:
explicit GLContext(QOpenGLContext* shared_context);
void MakeCurrent() override;
void DoneCurrent() override;
private:
QOpenGLContext* context;
QOffscreenSurface* surface;
};
class EmuThread final : public QThread { class EmuThread final : public QThread {
Q_OBJECT Q_OBJECT
public: public:
explicit EmuThread(GRenderWindow* render_window); explicit EmuThread(Frontend::GraphicsContext& context);
~EmuThread() override; ~EmuThread() override;
/** /**
@ -80,7 +94,7 @@ private:
std::mutex running_mutex; std::mutex running_mutex;
std::condition_variable running_cv; std::condition_variable running_cv;
GRenderWindow* render_window; Frontend::GraphicsContext& core_context;
signals: signals:
/** /**
@ -104,6 +118,24 @@ signals:
void ErrorThrown(Core::System::ResultStatus, std::string); void ErrorThrown(Core::System::ResultStatus, std::string);
}; };
class OpenGLWindow : public QWindow {
Q_OBJECT
public:
explicit OpenGLWindow(QWindow* parent, QWidget* event_handler, QOpenGLContext* shared_context);
~OpenGLWindow();
void Present();
protected:
bool event(QEvent* event) override;
void exposeEvent(QExposeEvent* event) override;
private:
QOpenGLContext* context;
QWidget* event_handler;
};
class GRenderWindow : public QWidget, public Frontend::EmuWindow { class GRenderWindow : public QWidget, public Frontend::EmuWindow {
Q_OBJECT Q_OBJECT
@ -111,11 +143,11 @@ public:
GRenderWindow(QWidget* parent, EmuThread* emu_thread); GRenderWindow(QWidget* parent, EmuThread* emu_thread);
~GRenderWindow() override; ~GRenderWindow() override;
// EmuWindow implementation // EmuWindow implementation.
void SwapBuffers() override;
void MakeCurrent() override; void MakeCurrent() override;
void DoneCurrent() override; void DoneCurrent() override;
void PollEvents() override; void PollEvents() override;
std::unique_ptr<Frontend::GraphicsContext> CreateSharedContext() const override;
void BackupGeometry(); void BackupGeometry();
void RestoreGeometry(); void RestoreGeometry();
@ -126,6 +158,8 @@ public:
void closeEvent(QCloseEvent* event) override; void closeEvent(QCloseEvent* event) override;
void resizeEvent(QResizeEvent* event) override;
void keyPressEvent(QKeyEvent* event) override; void keyPressEvent(QKeyEvent* event) override;
void keyReleaseEvent(QKeyEvent* event) override; void keyReleaseEvent(QKeyEvent* event) override;
@ -137,14 +171,14 @@ public:
void focusOutEvent(QFocusEvent* event) override; void focusOutEvent(QFocusEvent* event) override;
void OnClientAreaResized(u32 width, u32 height);
void InitRenderTarget(); void InitRenderTarget();
/// Destroy the previous run's child_widget which should also destroy the child_window
void ReleaseRenderTarget();
void CaptureScreenshot(u32 res_scale, const QString& screenshot_path); void CaptureScreenshot(u32 res_scale, const QString& screenshot_path);
public slots: public slots:
void moveContext(); // overridden
void OnEmulationStarting(EmuThread* emu_thread); void OnEmulationStarting(EmuThread* emu_thread);
void OnEmulationStopping(); void OnEmulationStopping();
@ -162,10 +196,18 @@ private:
void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override; void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override;
GGLWidgetInternal* child; std::unique_ptr<GraphicsContext> core_context;
QByteArray geometry; QByteArray geometry;
/// Native window handle that backs this presentation widget
QWindow* child_window = nullptr;
/// In order to embed the window into GRenderWindow, you need to use createWindowContainer to
/// put the child_window into a widget then add it to the layout. This child_widget can be
/// parented to GRenderWindow and use Qt's lifetime system
QWidget* child_widget = nullptr;
EmuThread* emu_thread; EmuThread* emu_thread;
/// Temporary storage of the screenshot taken /// Temporary storage of the screenshot taken

View File

@ -430,9 +430,9 @@ void Config::ReadRendererValues() {
Settings::values.shaders_accurate_mul = Settings::values.shaders_accurate_mul =
ReadSetting(QStringLiteral("shaders_accurate_mul"), false).toBool(); ReadSetting(QStringLiteral("shaders_accurate_mul"), false).toBool();
Settings::values.use_shader_jit = ReadSetting(QStringLiteral("use_shader_jit"), true).toBool(); Settings::values.use_shader_jit = ReadSetting(QStringLiteral("use_shader_jit"), true).toBool();
Settings::values.use_vsync_new = ReadSetting(QStringLiteral("use_vsync_new"), true).toBool();
Settings::values.resolution_factor = Settings::values.resolution_factor =
static_cast<u16>(ReadSetting(QStringLiteral("resolution_factor"), 1).toInt()); static_cast<u16>(ReadSetting(QStringLiteral("resolution_factor"), 1).toInt());
Settings::values.vsync_enabled = ReadSetting(QStringLiteral("vsync_enabled"), false).toBool();
Settings::values.use_frame_limit = Settings::values.use_frame_limit =
ReadSetting(QStringLiteral("use_frame_limit"), true).toBool(); ReadSetting(QStringLiteral("use_frame_limit"), true).toBool();
Settings::values.frame_limit = ReadSetting(QStringLiteral("frame_limit"), 100).toInt(); Settings::values.frame_limit = ReadSetting(QStringLiteral("frame_limit"), 100).toInt();
@ -859,8 +859,8 @@ void Config::SaveRendererValues() {
WriteSetting(QStringLiteral("shaders_accurate_mul"), Settings::values.shaders_accurate_mul, WriteSetting(QStringLiteral("shaders_accurate_mul"), Settings::values.shaders_accurate_mul,
false); false);
WriteSetting(QStringLiteral("use_shader_jit"), Settings::values.use_shader_jit, true); WriteSetting(QStringLiteral("use_shader_jit"), Settings::values.use_shader_jit, true);
WriteSetting(QStringLiteral("use_vsync_new"), Settings::values.use_vsync_new, true);
WriteSetting(QStringLiteral("resolution_factor"), Settings::values.resolution_factor, 1); WriteSetting(QStringLiteral("resolution_factor"), Settings::values.resolution_factor, 1);
WriteSetting(QStringLiteral("vsync_enabled"), Settings::values.vsync_enabled, false);
WriteSetting(QStringLiteral("use_frame_limit"), Settings::values.use_frame_limit, true); WriteSetting(QStringLiteral("use_frame_limit"), Settings::values.use_frame_limit, true);
WriteSetting(QStringLiteral("frame_limit"), Settings::values.frame_limit, 100); WriteSetting(QStringLiteral("frame_limit"), Settings::values.frame_limit, 100);

View File

@ -18,6 +18,8 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
SetConfiguration(); SetConfiguration();
ui->hw_renderer_group->setEnabled(ui->toggle_hw_renderer->isChecked()); ui->hw_renderer_group->setEnabled(ui->toggle_hw_renderer->isChecked());
ui->toggle_vsync_new->setEnabled(!Core::System::GetInstance().IsPoweredOn());
connect(ui->toggle_hw_renderer, &QCheckBox::toggled, this, [this] { connect(ui->toggle_hw_renderer, &QCheckBox::toggled, this, [this] {
auto checked = ui->toggle_hw_renderer->isChecked(); auto checked = ui->toggle_hw_renderer->isChecked();
ui->hw_renderer_group->setEnabled(checked); ui->hw_renderer_group->setEnabled(checked);
@ -46,6 +48,7 @@ void ConfigureGraphics::SetConfiguration() {
ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader); ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader);
ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul); ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul);
ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit); ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit);
ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new);
} }
void ConfigureGraphics::ApplyConfiguration() { void ConfigureGraphics::ApplyConfiguration() {
@ -53,6 +56,7 @@ void ConfigureGraphics::ApplyConfiguration() {
Settings::values.use_hw_shader = ui->toggle_hw_shader->isChecked(); Settings::values.use_hw_shader = ui->toggle_hw_shader->isChecked();
Settings::values.shaders_accurate_mul = ui->toggle_accurate_mul->isChecked(); Settings::values.shaders_accurate_mul = ui->toggle_accurate_mul->isChecked();
Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked(); Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
Settings::values.use_vsync_new = ui->toggle_vsync_new->isChecked();
} }
void ConfigureGraphics::RetranslateUI() { void ConfigureGraphics::RetranslateUI() {

View File

@ -105,6 +105,25 @@
</layout> </layout>
</widget> </widget>
</item> </item>
<item>
<widget class="QGroupBox" name="groupBox">
<property name="title">
<string>Advanced</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<widget class="QCheckBox" name="toggle_vsync_new">
<property name="toolTip">
<string>VSync prevents the screen from tearing, but some graphics cards have lower performance with VSync enabled. Keep it enabled if you don't notice a performance difference.</string>
</property>
<property name="text">
<string>Enable VSync</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item> <item>
<spacer name="verticalSpacer"> <spacer name="verticalSpacer">
<property name="orientation"> <property name="orientation">

View File

@ -5,12 +5,11 @@
#include <clocale> #include <clocale>
#include <memory> #include <memory>
#include <thread> #include <thread>
#include <glad/glad.h>
#define QT_NO_OPENGL
#include <QDesktopWidget> #include <QDesktopWidget>
#include <QFileDialog> #include <QFileDialog>
#include <QFutureWatcher> #include <QFutureWatcher>
#include <QMessageBox> #include <QMessageBox>
#include <QOpenGLFunctions_3_3_Core>
#include <QSysInfo> #include <QSysInfo>
#include <QtConcurrent/QtConcurrentRun> #include <QtConcurrent/QtConcurrentRun>
#include <QtGui> #include <QtGui>
@ -72,6 +71,7 @@
#include "core/file_sys/archive_extsavedata.h" #include "core/file_sys/archive_extsavedata.h"
#include "core/file_sys/archive_source_sd_savedata.h" #include "core/file_sys/archive_source_sd_savedata.h"
#include "core/frontend/applets/default_applets.h" #include "core/frontend/applets/default_applets.h"
#include "core/frontend/scope_acquire_context.h"
#include "core/gdbstub/gdbstub.h" #include "core/gdbstub/gdbstub.h"
#include "core/hle/service/fs/archive.h" #include "core/hle/service/fs/archive.h"
#include "core/hle/service/nfc/nfc.h" #include "core/hle/service/nfc/nfc.h"
@ -768,13 +768,14 @@ bool GMainWindow::LoadROM(const QString& filename) {
ShutdownGame(); ShutdownGame();
render_window->InitRenderTarget(); render_window->InitRenderTarget();
render_window->MakeCurrent();
Frontend::ScopeAcquireContext scope(*render_window);
const QString below_gl33_title = tr("OpenGL 3.3 Unsupported"); const QString below_gl33_title = tr("OpenGL 3.3 Unsupported");
const QString below_gl33_message = tr("Your GPU may not support OpenGL 3.3, or you do not " const QString below_gl33_message = tr("Your GPU may not support OpenGL 3.3, or you do not "
"have the latest graphics driver."); "have the latest graphics driver.");
if (!gladLoadGL()) { if (!QOpenGLContext::globalShareContext()->versionFunctions<QOpenGLFunctions_3_3_Core>()) {
QMessageBox::critical(this, below_gl33_title, below_gl33_message); QMessageBox::critical(this, below_gl33_title, below_gl33_message);
return false; return false;
} }
@ -893,9 +894,8 @@ void GMainWindow::BootGame(const QString& filename) {
return; return;
// Create and start the emulation thread // Create and start the emulation thread
emu_thread = std::make_unique<EmuThread>(render_window); emu_thread = std::make_unique<EmuThread>(*render_window);
emit EmulationStarting(emu_thread.get()); emit EmulationStarting(emu_thread.get());
render_window->moveContext();
emu_thread->start(); emu_thread->start();
connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame); connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
@ -1019,6 +1019,9 @@ void GMainWindow::ShutdownGame() {
UpdateWindowTitle(); UpdateWindowTitle();
game_path.clear(); game_path.clear();
// When closing the game, destroy the GLWindow to clear the context after the game is closed
render_window->ReleaseRenderTarget();
} }
void GMainWindow::StoreRecentFile(const QString& filename) { void GMainWindow::StoreRecentFile(const QString& filename) {
@ -1869,14 +1872,33 @@ void GMainWindow::closeEvent(QCloseEvent* event) {
QWidget::closeEvent(event); QWidget::closeEvent(event);
} }
static bool IsSingleFileDropEvent(QDropEvent* event) { static bool IsSingleFileDropEvent(const QMimeData* mime) {
const QMimeData* mimeData = event->mimeData(); return mime->hasUrls() && mime->urls().length() == 1;
return mimeData->hasUrls() && mimeData->urls().length() == 1;
} }
void GMainWindow::dropEvent(QDropEvent* event) { static const std::array<std::string, 8> AcceptedExtensions = {"cci", "3ds", "cxi", "bin",
if (!IsSingleFileDropEvent(event)) { "3dsx", "app", "elf", "axf"};
return;
static bool IsCorrectFileExtension(const QMimeData* mime) {
const QString& filename = mime->urls().at(0).toLocalFile();
return std::find(AcceptedExtensions.begin(), AcceptedExtensions.end(),
QFileInfo(filename).suffix().toStdString()) != AcceptedExtensions.end();
}
static bool IsAcceptableDropEvent(QDropEvent* event) {
return IsSingleFileDropEvent(event->mimeData()) && IsCorrectFileExtension(event->mimeData());
}
void GMainWindow::AcceptDropEvent(QDropEvent* event) {
if (IsAcceptableDropEvent(event)) {
event->setDropAction(Qt::DropAction::LinkAction);
event->accept();
}
}
bool GMainWindow::DropAction(QDropEvent* event) {
if (!IsAcceptableDropEvent(event)) {
return false;
} }
const QMimeData* mime_data = event->mimeData(); const QMimeData* mime_data = event->mimeData();
@ -1891,16 +1913,19 @@ void GMainWindow::dropEvent(QDropEvent* event) {
BootGame(filename); BootGame(filename);
} }
} }
return true;
}
void GMainWindow::dropEvent(QDropEvent* event) {
DropAction(event);
} }
void GMainWindow::dragEnterEvent(QDragEnterEvent* event) { void GMainWindow::dragEnterEvent(QDragEnterEvent* event) {
if (IsSingleFileDropEvent(event)) { AcceptDropEvent(event);
event->acceptProposedAction();
}
} }
void GMainWindow::dragMoveEvent(QDragMoveEvent* event) { void GMainWindow::dragMoveEvent(QDragMoveEvent* event) {
event->acceptProposedAction(); AcceptDropEvent(event);
} }
bool GMainWindow::ConfirmChangeGame() { bool GMainWindow::ConfirmChangeGame() {
@ -2050,11 +2075,20 @@ int main(int argc, char* argv[]) {
QCoreApplication::setOrganizationName("Citra team"); QCoreApplication::setOrganizationName("Citra team");
QCoreApplication::setApplicationName("Citra"); QCoreApplication::setApplicationName("Citra");
QSurfaceFormat format;
format.setVersion(3, 3);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setSwapInterval(0);
// TODO: expose a setting for buffer value (ie default/single/double/triple)
format.setSwapBehavior(QSurfaceFormat::DefaultSwapBehavior);
QSurfaceFormat::setDefaultFormat(format);
#ifdef __APPLE__ #ifdef __APPLE__
std::string bin_path = FileUtil::GetBundleDirectory() + DIR_SEP + ".."; std::string bin_path = FileUtil::GetBundleDirectory() + DIR_SEP + "..";
chdir(bin_path.c_str()); chdir(bin_path.c_str());
#endif #endif
QCoreApplication::setAttribute(Qt::AA_DontCheckOpenGLContextThreadAffinity);
QCoreApplication::setAttribute(Qt::AA_ShareOpenGLContexts);
QApplication app(argc, argv); QApplication app(argc, argv);
// Qt changes the locale and causes issues in float conversion using std::to_string() when // Qt changes the locale and causes issues in float conversion using std::to_string() when

View File

@ -41,6 +41,7 @@ class QProgressBar;
class RegistersWidget; class RegistersWidget;
class Updater; class Updater;
class WaitTreeWidget; class WaitTreeWidget;
namespace DiscordRPC { namespace DiscordRPC {
class DiscordInterface; class DiscordInterface;
} }
@ -69,8 +70,12 @@ public:
GameList* game_list; GameList* game_list;
std::unique_ptr<DiscordRPC::DiscordInterface> discord_rpc; std::unique_ptr<DiscordRPC::DiscordInterface> discord_rpc;
bool DropAction(QDropEvent* event);
void AcceptDropEvent(QDropEvent* event);
public slots: public slots:
void OnAppFocusStateChanged(Qt::ApplicationState state); void OnAppFocusStateChanged(Qt::ApplicationState state);
signals: signals:
/** /**
@ -78,8 +83,8 @@ signals:
* about to start. At this time, the core system emulation has been initialized, and all * about to start. At this time, the core system emulation has been initialized, and all
* emulation handles and memory should be valid. * emulation handles and memory should be valid.
* *
* @param emu_thread Pointer to the newly created EmuThread (to be used by widgets that need to * @param emu_thread Pointer to the newly created EmuThread (to be used by widgets that need
* access/change emulation state). * to access/change emulation state).
*/ */
void EmulationStarting(EmuThread* emu_thread); void EmulationStarting(EmuThread* emu_thread);

View File

@ -106,6 +106,8 @@ add_library(core STATIC
frontend/input.h frontend/input.h
frontend/mic.h frontend/mic.h
frontend/mic.cpp frontend/mic.cpp
frontend/scope_acquire_context.cpp
frontend/scope_acquire_context.h
gdbstub/gdbstub.cpp gdbstub/gdbstub.cpp
gdbstub/gdbstub.h gdbstub/gdbstub.h
hle/applets/applet.cpp hle/applets/applet.cpp

View File

@ -10,6 +10,8 @@
namespace Frontend { namespace Frontend {
GraphicsContext::~GraphicsContext() = default;
class EmuWindow::TouchState : public Input::Factory<Input::TouchDevice>, class EmuWindow::TouchState : public Input::Factory<Input::TouchDevice>,
public std::enable_shared_from_this<TouchState> { public std::enable_shared_from_this<TouchState> {
public: public:

View File

@ -12,6 +12,61 @@
namespace Frontend { namespace 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
* stubs
*/
class GraphicsContext {
public:
virtual ~GraphicsContext();
/// Makes the graphics context current for the caller thread
virtual void MakeCurrent() = 0;
/// Releases (dunno if this is the "right" word) the context from the caller thread
virtual void DoneCurrent() = 0;
};
/** /**
* Abstraction class used to provide an interface between emulation code and the frontend * Abstraction class used to provide an interface between emulation code and the frontend
* (e.g. SDL, QGLWidget, GLFW, etc...). * (e.g. SDL, QGLWidget, GLFW, etc...).
@ -30,7 +85,7 @@ namespace Frontend {
* - DO NOT TREAT THIS CLASS AS A GUI TOOLKIT ABSTRACTION LAYER. That's not what it is. Please * - DO NOT TREAT THIS CLASS AS A GUI TOOLKIT ABSTRACTION LAYER. That's not what it is. Please
* re-read the upper points again and think about it if you don't see this. * re-read the upper points again and think about it if you don't see this.
*/ */
class EmuWindow { class EmuWindow : public GraphicsContext {
public: public:
/// Data structure to store emuwindow configuration /// Data structure to store emuwindow configuration
struct WindowConfig { struct WindowConfig {
@ -40,17 +95,21 @@ public:
std::pair<unsigned, unsigned> min_client_area_size; std::pair<unsigned, unsigned> min_client_area_size;
}; };
/// Swap buffers to display the next frame
virtual void SwapBuffers() = 0;
/// Polls window events /// Polls window events
virtual void PollEvents() = 0; virtual void PollEvents() = 0;
/// Makes the graphics context current for the caller thread /**
virtual void MakeCurrent() = 0; * Returns a GraphicsContext that the frontend provides that is shared with the emu window. This
* context can be used from other threads for background graphics computation. If the frontend
/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread * is using a graphics backend that doesn't need anything specific to run on a different thread,
virtual void DoneCurrent() = 0; * then it can use a stubbed implemenation for GraphicsContext.
*
* If the return value is null, then the core should assume that the frontend cannot provide a
* Shared Context
*/
virtual std::unique_ptr<GraphicsContext> CreateSharedContext() const {
return nullptr;
}
/** /**
* Signal that a touch pressed event has occurred (e.g. mouse click pressed) * Signal that a touch pressed event has occurred (e.g. mouse click pressed)
@ -102,6 +161,8 @@ public:
*/ */
void UpdateCurrentFramebufferLayout(unsigned width, unsigned height); void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
std::unique_ptr<TextureMailbox> mailbox = nullptr;
protected: protected:
EmuWindow(); EmuWindow();
virtual ~EmuWindow(); virtual ~EmuWindow();
@ -131,15 +192,6 @@ protected:
framebuffer_layout = layout; framebuffer_layout = layout;
} }
/**
* Update internal client area size with the given parameter.
* @note EmuWindow implementations will usually use this in window resize event handlers.
*/
void NotifyClientAreaSizeChanged(const std::pair<unsigned, unsigned>& size) {
client_area_width = size.first;
client_area_height = size.second;
}
private: private:
/** /**
* Handler called when the minimal client area was requested to be changed via SetConfig. * Handler called when the minimal client area was requested to be changed via SetConfig.
@ -152,9 +204,6 @@ private:
Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
unsigned client_area_width; ///< Current client width, should be set by window impl.
unsigned client_area_height; ///< Current client height, should be set by window impl.
WindowConfig config; ///< Internal configuration (changes pending for being applied in WindowConfig config; ///< Internal configuration (changes pending for being applied in
/// ProcessConfigurationChanges) /// ProcessConfigurationChanges)
WindowConfig active_config; ///< Internal active configuration WindowConfig active_config; ///< Internal active configuration

View File

@ -0,0 +1,17 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "core/frontend/emu_window.h"
#include "core/frontend/scope_acquire_context.h"
namespace Frontend {
ScopeAcquireContext::ScopeAcquireContext(Frontend::GraphicsContext& context) : context{context} {
context.MakeCurrent();
}
ScopeAcquireContext::~ScopeAcquireContext() {
context.DoneCurrent();
}
} // namespace Frontend

View File

@ -0,0 +1,23 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
namespace Frontend {
class GraphicsContext;
/// Helper class to acquire/release window context within a given scope
class ScopeAcquireContext : NonCopyable {
public:
explicit ScopeAcquireContext(Frontend::GraphicsContext& context);
~ScopeAcquireContext();
private:
Frontend::GraphicsContext& context;
};
} // namespace Frontend

View File

@ -78,7 +78,6 @@ void LogSettings() {
LogSetting("Renderer_ShadersAccurateMul", Settings::values.shaders_accurate_mul); LogSetting("Renderer_ShadersAccurateMul", Settings::values.shaders_accurate_mul);
LogSetting("Renderer_UseShaderJit", Settings::values.use_shader_jit); LogSetting("Renderer_UseShaderJit", Settings::values.use_shader_jit);
LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor); LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor);
LogSetting("Renderer_VsyncEnabled", Settings::values.vsync_enabled);
LogSetting("Renderer_UseFrameLimit", Settings::values.use_frame_limit); LogSetting("Renderer_UseFrameLimit", Settings::values.use_frame_limit);
LogSetting("Renderer_FrameLimit", Settings::values.frame_limit); LogSetting("Renderer_FrameLimit", Settings::values.frame_limit);
LogSetting("Renderer_PostProcessingShader", Settings::values.pp_shader_name); LogSetting("Renderer_PostProcessingShader", Settings::values.pp_shader_name);

View File

@ -144,7 +144,6 @@ struct Values {
bool shaders_accurate_mul; bool shaders_accurate_mul;
bool use_shader_jit; bool use_shader_jit;
u16 resolution_factor; u16 resolution_factor;
bool vsync_enabled;
bool use_frame_limit; bool use_frame_limit;
u16 frame_limit; u16 frame_limit;
@ -174,6 +173,8 @@ struct Values {
bool custom_textures; bool custom_textures;
bool preload_textures; bool preload_textures;
bool use_vsync_new;
// Audio // Audio
bool enable_dsp_lle; bool enable_dsp_lle;
bool enable_dsp_lle_multithread; bool enable_dsp_lle_multithread;

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@ -192,7 +192,6 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
Settings::values.shaders_accurate_mul); Settings::values.shaders_accurate_mul);
AddField(Telemetry::FieldType::UserConfig, "Renderer_UseShaderJit", AddField(Telemetry::FieldType::UserConfig, "Renderer_UseShaderJit",
Settings::values.use_shader_jit); Settings::values.use_shader_jit);
AddField(Telemetry::FieldType::UserConfig, "Renderer_UseVsync", Settings::values.vsync_enabled);
AddField(Telemetry::FieldType::UserConfig, "Renderer_FilterMode", Settings::values.filter_mode); AddField(Telemetry::FieldType::UserConfig, "Renderer_FilterMode", Settings::values.filter_mode);
AddField(Telemetry::FieldType::UserConfig, "Renderer_Render3d", AddField(Telemetry::FieldType::UserConfig, "Renderer_Render3d",
static_cast<int>(Settings::values.render_3d)); static_cast<int>(Settings::values.render_3d));

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@ -19,21 +19,22 @@ class Backend;
class RendererBase : NonCopyable { class RendererBase : NonCopyable {
public: public:
/// Used to reference a framebuffer
enum kFramebuffer { kFramebuffer_VirtualXFB = 0, kFramebuffer_EFB, kFramebuffer_Texture };
explicit RendererBase(Frontend::EmuWindow& window); explicit RendererBase(Frontend::EmuWindow& window);
virtual ~RendererBase(); virtual ~RendererBase();
/// Swap buffers (render frame)
virtual void SwapBuffers() = 0;
/// Initialize the renderer /// Initialize the renderer
virtual Core::System::ResultStatus Init() = 0; virtual Core::System::ResultStatus Init() = 0;
/// Shutdown the renderer /// Shutdown the renderer
virtual void ShutDown() = 0; virtual void ShutDown() = 0;
/// Finalize rendering the guest frame and draw into the presentation texture
virtual void SwapBuffers() = 0;
/// Draws the latest frame to the window waiting timeout_ms for a frame to arrive (Renderer
/// specific implementation)
virtual void TryPresent(int timeout_ms) = 0;
/// Prepares for video dumping (e.g. create necessary buffers, etc) /// Prepares for video dumping (e.g. create necessary buffers, etc)
virtual void PrepareVideoDumping() = 0; virtual void PrepareVideoDumping() = 0;

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@ -15,6 +15,24 @@ MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion", MP_R
namespace OpenGL { namespace OpenGL {
void OGLRenderbuffer::Create() {
if (handle != 0)
return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
glGenRenderbuffers(1, &handle);
}
void OGLRenderbuffer::Release() {
if (handle == 0)
return;
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteRenderbuffers(1, &handle);
OpenGLState::GetCurState().ResetRenderbuffer(handle).Apply();
handle = 0;
}
void OGLTexture::Create() { void OGLTexture::Create() {
if (handle != 0) if (handle != 0)
return; return;

View File

@ -12,6 +12,31 @@
namespace OpenGL { namespace OpenGL {
class OGLRenderbuffer : private NonCopyable {
public:
OGLRenderbuffer() = default;
OGLRenderbuffer(OGLRenderbuffer&& o) noexcept : handle(std::exchange(o.handle, 0)) {}
~OGLRenderbuffer() {
Release();
}
OGLRenderbuffer& operator=(OGLRenderbuffer&& o) noexcept {
Release();
handle = std::exchange(o.handle, 0);
return *this;
}
/// Creates a new internal OpenGL resource and stores the handle
void Create();
/// Deletes the internal OpenGL resource
void Release();
GLuint handle = 0;
};
class OGLTexture : private NonCopyable { class OGLTexture : private NonCopyable {
public: public:
OGLTexture() = default; OGLTexture() = default;

View File

@ -89,6 +89,8 @@ OpenGLState::OpenGLState() {
viewport.height = 0; viewport.height = 0;
clip_distance = {}; clip_distance = {};
renderbuffer = 0;
} }
void OpenGLState::Apply() const { void OpenGLState::Apply() const {
@ -337,6 +339,10 @@ void OpenGLState::Apply() const {
} }
} }
if (renderbuffer != cur_state.renderbuffer) {
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
}
cur_state = *this; cur_state = *this;
} }
@ -422,4 +428,11 @@ OpenGLState& OpenGLState::ResetFramebuffer(GLuint handle) {
return *this; return *this;
} }
OpenGLState& OpenGLState::ResetRenderbuffer(GLuint handle) {
if (renderbuffer == handle) {
renderbuffer = 0;
}
return *this;
}
} // namespace OpenGL } // namespace OpenGL

View File

@ -144,6 +144,8 @@ public:
std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE
GLuint renderbuffer; // GL_RENDERBUFFER_BINDING
OpenGLState(); OpenGLState();
/// Get the currently active OpenGL state /// Get the currently active OpenGL state
@ -162,6 +164,7 @@ public:
OpenGLState& ResetBuffer(GLuint handle); OpenGLState& ResetBuffer(GLuint handle);
OpenGLState& ResetVertexArray(GLuint handle); OpenGLState& ResetVertexArray(GLuint handle);
OpenGLState& ResetFramebuffer(GLuint handle); OpenGLState& ResetFramebuffer(GLuint handle);
OpenGLState& ResetRenderbuffer(GLuint handle);
private: private:
static OpenGLState cur_state; static OpenGLState cur_state;

View File

@ -3,13 +3,19 @@
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include <algorithm> #include <algorithm>
#include <array>
#include <condition_variable>
#include <cstddef> #include <cstddef>
#include <cstdlib> #include <cstdlib>
#include <deque>
#include <memory> #include <memory>
#include <mutex>
#include <glad/glad.h> #include <glad/glad.h>
#include <queue>
#include "common/assert.h" #include "common/assert.h"
#include "common/bit_field.h" #include "common/bit_field.h"
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/microprofile.h"
#include "core/core.h" #include "core/core.h"
#include "core/core_timing.h" #include "core/core_timing.h"
#include "core/dumping/backend.h" #include "core/dumping/backend.h"
@ -28,8 +34,151 @@
#include "video_core/renderer_opengl/renderer_opengl.h" #include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"
namespace Frontend {
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)
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
GLsync render_fence{}; /// Fence created on the render thread
GLsync present_fence{}; /// Fence created on the presentation thread
};
} // namespace Frontend
namespace OpenGL { 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 Frontend::TextureMailbox {
public:
std::mutex swap_chain_lock;
std::condition_variable free_cv;
std::condition_variable present_cv;
std::array<Frontend::Frame, SWAP_CHAIN_SIZE> swap_chain{};
std::queue<Frontend::Frame*> free_queue{};
std::deque<Frontend::Frame*> present_queue{};
Frontend::Frame* previous_frame = nullptr;
OGLTextureMailbox() {
for (auto& frame : swap_chain) {
free_queue.push(&frame);
}
}
~OGLTextureMailbox() override {
// 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<Frontend::Frame*>().swap(free_queue);
present_queue.clear();
free_cv.notify_all();
present_cv.notify_all();
}
void ReloadPresentFrame(Frontend::Frame* frame, u32 height, u32 width) override {
frame->present.Release();
frame->present.Create();
GLint previous_draw_fbo{};
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_draw_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
frame->color.handle);
if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!");
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_draw_fbo);
frame->color_reloaded = false;
}
void ReloadRenderFrame(Frontend::Frame* frame, u32 width, u32 height) override {
OpenGLState prev_state = OpenGLState::GetCurState();
OpenGLState state = OpenGLState::GetCurState();
// Recreate the color texture attachment
frame->color.Release();
frame->color.Create();
state.renderbuffer = frame->color.handle;
state.Apply();
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, width, height);
// Recreate the FBO for the render target
frame->render.Release();
frame->render.Create();
state.draw.read_framebuffer = frame->render.handle;
state.draw.draw_framebuffer = frame->render.handle;
state.Apply();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
frame->color.handle);
if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
}
prev_state.Apply();
frame->width = width;
frame->height = height;
frame->color_reloaded = true;
}
Frontend::Frame* GetRenderFrame() override {
std::unique_lock<std::mutex> lock(swap_chain_lock);
// wait for new entries in the free_queue
// we want to break at some point to prevent a softlock on close if the presentation thread
// stops consuming buffers
free_cv.wait_for(lock, std::chrono::milliseconds(100), [&] { return !free_queue.empty(); });
// If theres no free frames, we will reuse the oldest render frame
if (free_queue.empty()) {
auto frame = present_queue.back();
present_queue.pop_back();
return frame;
}
Frontend::Frame* frame = free_queue.front();
free_queue.pop();
return frame;
}
void ReleaseRenderFrame(Frontend::Frame* frame) override {
std::unique_lock<std::mutex> lock(swap_chain_lock);
present_queue.push_front(frame);
present_cv.notify_one();
}
Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
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),
[&] { return !present_queue.empty(); });
if (present_queue.empty()) {
// timed out waiting for a frame to draw so return the previous frame
return previous_frame;
}
// free the previous frame and add it back to the free queue
if (previous_frame) {
free_queue.push(previous_frame);
free_cv.notify_one();
}
// the newest entries are pushed to the front of the queue
Frontend::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) {
free_queue.push(f);
}
free_cv.notify_one();
present_queue.clear();
previous_frame = frame;
return frame;
}
};
static const char vertex_shader[] = R"( static const char vertex_shader[] = R"(
in vec2 vert_position; in vec2 vert_position;
in vec2 vert_tex_coord; in vec2 vert_tex_coord;
@ -53,7 +202,7 @@ void main() {
static const char fragment_shader[] = R"( static const char fragment_shader[] = R"(
in vec2 frag_tex_coord; in vec2 frag_tex_coord;
out vec4 color; layout(location = 0) out vec4 color;
uniform vec4 i_resolution; uniform vec4 i_resolution;
uniform vec4 o_resolution; uniform vec4 o_resolution;
@ -130,15 +279,127 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
return matrix; return matrix;
} }
RendererOpenGL::RendererOpenGL(Frontend::EmuWindow& window) : RendererBase{window} {} RendererOpenGL::RendererOpenGL(Frontend::EmuWindow& window) : RendererBase{window} {
window.mailbox = std::make_unique<OGLTextureMailbox>();
}
RendererOpenGL::~RendererOpenGL() = default; RendererOpenGL::~RendererOpenGL() = default;
MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
/// Swap buffers (render frame) /// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() { void RendererOpenGL::SwapBuffers() {
// Maintain the rasterizer's state as a priority // Maintain the rasterizer's state as a priority
OpenGLState prev_state = OpenGLState::GetCurState(); OpenGLState prev_state = OpenGLState::GetCurState();
state.Apply(); state.Apply();
PrepareRendertarget();
RenderScreenshot();
RenderVideoDumping();
const auto& layout = render_window.GetFramebufferLayout();
Frontend::Frame* frame;
{
MICROPROFILE_SCOPE(OpenGL_WaitPresent);
frame = render_window.mailbox->GetRenderFrame();
// Clean up sync objects before drawing
// INTEL driver workaround. We can't delete the previous render sync object until we are
// sure that the presentation is done
if (frame->present_fence) {
glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
}
// delete the draw fence if the frame wasn't presented
if (frame->render_fence) {
glDeleteSync(frame->render_fence);
frame->render_fence = 0;
}
// wait for the presentation to be done
if (frame->present_fence) {
glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(frame->present_fence);
frame->present_fence = 0;
}
}
{
MICROPROFILE_SCOPE(OpenGL_RenderFrame);
// Recreate the frame if the size of the window has changed
if (layout.width != frame->width || layout.height != frame->height) {
LOG_DEBUG(Render_OpenGL, "Reloading render frame");
render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
}
GLuint render_texture = frame->color.handle;
state.draw.draw_framebuffer = frame->render.handle;
state.Apply();
DrawScreens(layout);
// 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);
m_current_frame++;
}
Core::System::GetInstance().perf_stats->EndSystemFrame();
render_window.PollEvents();
Core::System::GetInstance().frame_limiter.DoFrameLimiting(
Core::System::GetInstance().CoreTiming().GetGlobalTimeUs());
Core::System::GetInstance().perf_stats->BeginSystemFrame();
prev_state.Apply();
RefreshRasterizerSetting();
if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
Pica::g_debug_context->recorder->FrameFinished();
}
}
void RendererOpenGL::RenderScreenshot() {
if (VideoCore::g_renderer_screenshot_requested) {
// Draw this frame to the screenshot framebuffer
screenshot_framebuffer.Create();
GLuint old_read_fb = state.draw.read_framebuffer;
GLuint old_draw_fb = state.draw.draw_framebuffer;
state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
state.Apply();
Layout::FramebufferLayout layout{VideoCore::g_screenshot_framebuffer_layout};
GLuint renderbuffer;
glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffer);
DrawScreens(layout);
glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
VideoCore::g_screenshot_bits);
screenshot_framebuffer.Release();
state.draw.read_framebuffer = old_read_fb;
state.draw.draw_framebuffer = old_draw_fb;
state.Apply();
glDeleteRenderbuffers(1, &renderbuffer);
VideoCore::g_screenshot_complete_callback();
VideoCore::g_renderer_screenshot_requested = false;
}
}
void RendererOpenGL::PrepareRendertarget() {
for (int i : {0, 1, 2}) { for (int i : {0, 1, 2}) {
int fb_id = i == 2 ? 1 : 0; int fb_id = i == 2 ? 1 : 0;
const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id]; const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
@ -173,39 +434,9 @@ void RendererOpenGL::SwapBuffers() {
screen_infos[i].texture.height = framebuffer.height; screen_infos[i].texture.height = framebuffer.height;
} }
} }
if (VideoCore::g_renderer_screenshot_requested) {
// Draw this frame to the screenshot framebuffer
screenshot_framebuffer.Create();
GLuint old_read_fb = state.draw.read_framebuffer;
GLuint old_draw_fb = state.draw.draw_framebuffer;
state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
state.Apply();
Layout::FramebufferLayout layout{VideoCore::g_screenshot_framebuffer_layout};
GLuint renderbuffer;
glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffer);
DrawScreens(layout);
glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
VideoCore::g_screenshot_bits);
screenshot_framebuffer.Release();
state.draw.read_framebuffer = old_read_fb;
state.draw.draw_framebuffer = old_draw_fb;
state.Apply();
glDeleteRenderbuffers(1, &renderbuffer);
VideoCore::g_screenshot_complete_callback();
VideoCore::g_renderer_screenshot_requested = false;
} }
void RendererOpenGL::RenderVideoDumping() {
if (cleanup_video_dumping.exchange(false)) { if (cleanup_video_dumping.exchange(false)) {
ReleaseVideoDumpingGLObjects(); ReleaseVideoDumpingGLObjects();
} }
@ -230,31 +461,9 @@ void RendererOpenGL::SwapBuffers() {
glUnmapBuffer(GL_PIXEL_PACK_BUFFER); glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
current_pbo = (current_pbo + 1) % 2; current_pbo = (current_pbo + 1) % 2;
next_pbo = (current_pbo + 1) % 2; next_pbo = (current_pbo + 1) % 2;
} }
DrawScreens(render_window.GetFramebufferLayout());
m_current_frame++;
Core::System::GetInstance().perf_stats->EndSystemFrame();
// Swap buffers
render_window.PollEvents();
render_window.SwapBuffers();
Core::System::GetInstance().frame_limiter.DoFrameLimiting(
Core::System::GetInstance().CoreTiming().GetGlobalTimeUs());
Core::System::GetInstance().perf_stats->BeginSystemFrame();
prev_state.Apply();
RefreshRasterizerSetting();
if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
Pica::g_debug_context->recorder->FrameFinished();
}
} }
/** /**
@ -669,6 +878,41 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
} }
} }
void RendererOpenGL::TryPresent(int timeout_ms) {
const auto& layout = render_window.GetFramebufferLayout();
auto frame = render_window.mailbox->TryGetPresentFrame(timeout_ms);
if (!frame) {
LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
return;
}
// Clearing before a full overwrite of a fbo can signal to drivers that they can avoid a
// readback since we won't be doing any blending
glClear(GL_COLOR_BUFFER_BIT);
// 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);
}
glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
// INTEL workaround.
// Normally we could just delete the draw fence here, but due to driver bugs, we can just delete
// it on the emulation thread without too much penalty
// glDeleteSync(frame.render_sync);
// frame.render_sync = 0;
glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle);
glBlitFramebuffer(0, 0, frame->width, frame->height, 0, 0, layout.width, layout.height,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
/* insert fence for the main thread to block on */
frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
/// Updates the framerate /// Updates the framerate
void RendererOpenGL::UpdateFramerate() {} void RendererOpenGL::UpdateFramerate() {}
@ -766,7 +1010,9 @@ static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum
/// Initialize the renderer /// Initialize the renderer
Core::System::ResultStatus RendererOpenGL::Init() { Core::System::ResultStatus RendererOpenGL::Init() {
render_window.MakeCurrent(); if (!gladLoadGL()) {
return Core::System::ResultStatus::ErrorVideoCore_ErrorBelowGL33;
}
if (GLAD_GL_KHR_debug) { if (GLAD_GL_KHR_debug) {
glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT);

View File

@ -36,20 +36,30 @@ struct ScreenInfo {
TextureInfo texture; TextureInfo texture;
}; };
struct PresentationTexture {
u32 width = 0;
u32 height = 0;
OGLTexture texture;
};
class RendererOpenGL : public RendererBase { class RendererOpenGL : public RendererBase {
public: public:
explicit RendererOpenGL(Frontend::EmuWindow& window); explicit RendererOpenGL(Frontend::EmuWindow& window);
~RendererOpenGL() override; ~RendererOpenGL() override;
/// Swap buffers (render frame)
void SwapBuffers() override;
/// Initialize the renderer /// Initialize the renderer
Core::System::ResultStatus Init() override; Core::System::ResultStatus Init() override;
/// Shutdown the renderer /// Shutdown the renderer
void ShutDown() override; void ShutDown() override;
/// Finalizes rendering the guest frame
void SwapBuffers() override;
/// Draws the latest frame from texture mailbox to the currently bound draw framebuffer in this
/// context
void TryPresent(int timeout_ms) override;
/// Prepares for video dumping (e.g. create necessary buffers, etc) /// Prepares for video dumping (e.g. create necessary buffers, etc)
void PrepareVideoDumping() override; void PrepareVideoDumping() override;
@ -60,6 +70,9 @@ private:
void InitOpenGLObjects(); void InitOpenGLObjects();
void ReloadSampler(); void ReloadSampler();
void ReloadShader(); void ReloadShader();
void PrepareRendertarget();
void RenderScreenshot();
void RenderVideoDumping();
void ConfigureFramebufferTexture(TextureInfo& texture, void ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer); const GPU::Regs::FramebufferConfig& framebuffer);
void DrawScreens(const Layout::FramebufferLayout& layout); void DrawScreens(const Layout::FramebufferLayout& layout);