renderer_opengl: Move Frame/FrameMailbox to OpenGL namespace.
This commit is contained in:
parent
795893a9a5
commit
aef159354c
|
@ -12,45 +12,6 @@
|
||||||
|
|
||||||
namespace Core::Frontend {
|
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
|
* 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
|
* 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);
|
void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
|
||||||
|
|
||||||
std::unique_ptr<TextureMailbox> mailbox;
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
EmuWindow();
|
EmuWindow();
|
||||||
virtual ~EmuWindow();
|
virtual ~EmuWindow();
|
||||||
|
|
|
@ -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
|
/**
|
||||||
|
* For smooth Vsync rendering, we want to always present the latest frame that the core generates,
|
||||||
namespace OpenGL {
|
* 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
|
||||||
// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
|
* thread
|
||||||
// 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
|
class FrameMailbox {
|
||||||
constexpr std::size_t SWAP_CHAIN_SIZE = 9;
|
|
||||||
|
|
||||||
class OGLTextureMailbox : public Core::Frontend::TextureMailbox {
|
|
||||||
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::array<Frame, SWAP_CHAIN_SIZE> swap_chain{};
|
||||||
std::queue<Core::Frontend::Frame*> free_queue;
|
std::queue<Frame*> free_queue;
|
||||||
std::deque<Core::Frontend::Frame*> present_queue;
|
std::deque<Frame*> present_queue;
|
||||||
Core::Frontend::Frame* previous_frame{};
|
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} {
|
: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
|
||||||
emu_window.mailbox = std::make_unique<OGLTextureMailbox>();
|
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.
|
||||||
|
|
|
@ -50,6 +50,8 @@ struct PresentationTexture {
|
||||||
OGLTexture texture;
|
OGLTexture texture;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
class FrameMailbox;
|
||||||
|
|
||||||
class RendererOpenGL final : public VideoCore::RendererBase {
|
class RendererOpenGL final : public VideoCore::RendererBase {
|
||||||
public:
|
public:
|
||||||
explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system);
|
explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system);
|
||||||
|
@ -111,6 +113,9 @@ private:
|
||||||
|
|
||||||
/// Represents if the final render frame is sRGB
|
/// Represents if the final render frame is sRGB
|
||||||
bool is_srgb{};
|
bool is_srgb{};
|
||||||
|
|
||||||
|
/// Frame presentation mailbox
|
||||||
|
std::unique_ptr<FrameMailbox> frame_mailbox;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace OpenGL
|
} // namespace OpenGL
|
||||||
|
|
Reference in New Issue