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frontend: sdl2: emu_window: Implement separate presentation thread.

This commit is contained in:
bunnei 2020-02-17 15:35:14 -05:00
parent dc672ca4b3
commit 2e16c23784
10 changed files with 79 additions and 62 deletions

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@ -65,9 +65,6 @@ public:
/// Releases (dunno if this is the "right" word) the context from the caller thread
virtual void DoneCurrent() = 0;
/// Swap buffers to display the next frame
virtual void SwapBuffers() = 0;
};
/**

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@ -13,7 +13,7 @@
#include "input_common/sdl/sdl.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
EmuWindow_SDL2::EmuWindow_SDL2(Core::System& system, bool fullscreen) : system{system} {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
exit(1);

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@ -10,9 +10,13 @@
struct SDL_Window;
namespace Core {
class System;
}
class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
public:
explicit EmuWindow_SDL2(bool fullscreen);
explicit EmuWindow_SDL2(Core::System& system, bool fullscreen);
~EmuWindow_SDL2();
/// Polls window events
@ -24,6 +28,9 @@ public:
/// Returns if window is shown (not minimized)
bool IsShown() const override;
/// Presents the next frame
virtual void Present() = 0;
protected:
/// Called by PollEvents when a key is pressed or released.
void OnKeyEvent(int key, u8 state);
@ -55,6 +62,9 @@ protected:
/// Called when a configuration change affects the minimal size of the window
void OnMinimalClientAreaChangeRequest(std::pair<unsigned, unsigned> minimal_size) override;
/// Instance of the system, used to access renderer for the presentation thread
Core::System& system;
/// Is the window still open?
bool is_open = true;
@ -62,7 +72,7 @@ protected:
bool is_shown = true;
/// Internal SDL2 render window
SDL_Window* render_window;
SDL_Window* render_window{};
/// Keeps track of how often to update the title bar during gameplay
u32 last_time = 0;

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@ -13,24 +13,25 @@
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "common/string_util.h"
#include "core/core.h"
#include "core/settings.h"
#include "input_common/keyboard.h"
#include "input_common/main.h"
#include "input_common/motion_emu.h"
#include "video_core/renderer_base.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2_gl.h"
class SDLGLContext : public Core::Frontend::GraphicsContext {
public:
explicit SDLGLContext() {
// create a hidden window to make the shared context against
window = SDL_CreateWindow("", SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
}
~SDLGLContext() {
DoneCurrent();
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
@ -43,8 +44,6 @@ public:
SDL_GL_MakeCurrent(window, nullptr);
}
void SwapBuffers() override {}
private:
SDL_Window* window;
SDL_GLContext context;
@ -80,7 +79,8 @@ bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
return unsupported_ext.empty();
}
EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscreen) {
EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(Core::System& system, bool fullscreen)
: EmuWindow_SDL2{system, fullscreen} {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
@ -90,6 +90,7 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscree
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_SetSwapInterval(0);
std::string window_title = fmt::format("yuzu {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
@ -105,13 +106,22 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscree
exit(1);
}
dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
if (fullscreen) {
Fullscreen();
}
gl_context = SDL_GL_CreateContext(render_window);
if (gl_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context! {}", SDL_GetError());
window_context = SDL_GL_CreateContext(render_window);
core_context = CreateSharedContext();
if (window_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
exit(1);
}
if (core_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
exit(1);
}
@ -128,28 +138,22 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscree
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
SDL_GL_SetSwapInterval(false);
LOG_INFO(Frontend, "yuzu Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch,
Common::g_scm_desc);
Settings::LogSettings();
DoneCurrent();
}
EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
SDL_GL_DeleteContext(gl_context);
}
void EmuWindow_SDL2_GL::SwapBuffers() {
SDL_GL_SwapWindow(render_window);
core_context.reset();
SDL_GL_DeleteContext(window_context);
}
void EmuWindow_SDL2_GL::MakeCurrent() {
SDL_GL_MakeCurrent(render_window, gl_context);
core_context->MakeCurrent();
}
void EmuWindow_SDL2_GL::DoneCurrent() {
SDL_GL_MakeCurrent(render_window, nullptr);
core_context->DoneCurrent();
}
void EmuWindow_SDL2_GL::RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
@ -161,3 +165,13 @@ void EmuWindow_SDL2_GL::RetrieveVulkanHandlers(void* get_instance_proc_addr, voi
std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
return std::make_unique<SDLGLContext>();
}
void EmuWindow_SDL2_GL::Present() {
SDL_GL_MakeCurrent(render_window, window_context);
SDL_GL_SetSwapInterval(Settings::values.use_vsync ? 1 : 0);
while (IsOpen()) {
system.Renderer().TryPresent(100);
SDL_GL_SwapWindow(render_window);
}
SDL_GL_MakeCurrent(render_window, nullptr);
}

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@ -10,17 +10,12 @@
class EmuWindow_SDL2_GL final : public EmuWindow_SDL2 {
public:
explicit EmuWindow_SDL2_GL(bool fullscreen);
explicit EmuWindow_SDL2_GL(Core::System& system, bool fullscreen);
~EmuWindow_SDL2_GL();
/// Swap buffers to display the next frame
void SwapBuffers() override;
/// Makes the graphics context current for the caller thread
void MakeCurrent() override;
/// Releases the GL context from the caller thread
void DoneCurrent() override;
void Present() override;
/// Ignored in OpenGL
void RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
@ -29,10 +24,17 @@ public:
std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
private:
/// Fake hidden window for the core context
SDL_Window* dummy_window{};
/// Whether the GPU and driver supports the OpenGL extension required
bool SupportsRequiredGLExtensions();
using SDL_GLContext = void*;
/// 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<Core::Frontend::GraphicsContext> core_context;
};

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@ -15,7 +15,8 @@
#include "core/settings.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2_vk.h"
EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(bool fullscreen) : EmuWindow_SDL2(fullscreen) {
EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(Core::System& system, bool fullscreen)
: EmuWindow_SDL2{system, fullscreen} {
if (SDL_Vulkan_LoadLibrary(nullptr) != 0) {
LOG_CRITICAL(Frontend, "SDL failed to load the Vulkan library: {}", SDL_GetError());
exit(EXIT_FAILURE);
@ -110,8 +111,6 @@ EmuWindow_SDL2_VK::~EmuWindow_SDL2_VK() {
vkDestroyInstance(vk_instance, nullptr);
}
void EmuWindow_SDL2_VK::SwapBuffers() {}
void EmuWindow_SDL2_VK::MakeCurrent() {
// Unused on Vulkan
}
@ -160,3 +159,5 @@ bool EmuWindow_SDL2_VK::UseStandardLayers(PFN_vkGetInstanceProcAddr vkGetInstanc
return layer.layerName == std::string("VK_LAYER_LUNARG_standard_validation");
}) != layers.end();
}
void EmuWindow_SDL2_VK::Present() {}

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@ -10,19 +10,12 @@
class EmuWindow_SDL2_VK final : public EmuWindow_SDL2 {
public:
explicit EmuWindow_SDL2_VK(bool fullscreen);
explicit EmuWindow_SDL2_VK(Core::System& system, bool fullscreen);
~EmuWindow_SDL2_VK();
/// Swap buffers to display the next frame
void SwapBuffers() override;
/// Makes the graphics context current for the caller thread
void MakeCurrent() override;
/// Releases the GL context from the caller thread
void DoneCurrent() override;
/// Retrieves Vulkan specific handlers from the window
void Present() override;
void RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
void* surface) const override;

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@ -177,14 +177,16 @@ int main(int argc, char** argv) {
Settings::values.use_gdbstub = use_gdbstub;
Settings::Apply();
Core::System& system{Core::System::GetInstance()};
std::unique_ptr<EmuWindow_SDL2> emu_window;
switch (Settings::values.renderer_backend) {
case Settings::RendererBackend::OpenGL:
emu_window = std::make_unique<EmuWindow_SDL2_GL>(fullscreen);
emu_window = std::make_unique<EmuWindow_SDL2_GL>(system, fullscreen);
break;
case Settings::RendererBackend::Vulkan:
#ifdef HAS_VULKAN
emu_window = std::make_unique<EmuWindow_SDL2_VK>(fullscreen);
emu_window = std::make_unique<EmuWindow_SDL2_VK>(system, fullscreen);
break;
#else
LOG_CRITICAL(Frontend, "Vulkan backend has not been compiled!");
@ -192,12 +194,6 @@ int main(int argc, char** argv) {
#endif
}
if (!Settings::values.use_multi_core) {
// Single core mode must acquire OpenGL context for entire emulation session
emu_window->MakeCurrent();
}
Core::System& system{Core::System::GetInstance()};
system.SetContentProvider(std::make_unique<FileSys::ContentProviderUnion>());
system.SetFilesystem(std::make_shared<FileSys::RealVfsFilesystem>());
system.GetFileSystemController().CreateFactories(*system.GetFilesystem());
@ -234,12 +230,23 @@ int main(int argc, char** argv) {
system.TelemetrySession().AddField(Telemetry::FieldType::App, "Frontend", "SDL");
emu_window->MakeCurrent();
system.Renderer().Rasterizer().LoadDiskResources();
// Acquire render context for duration of the thread if this is the rendering thread
if (!Settings::values.use_asynchronous_gpu_emulation) {
emu_window->MakeCurrent();
}
SCOPE_EXIT({
if (!Settings::values.use_asynchronous_gpu_emulation) {
emu_window->DoneCurrent();
}
});
std::thread render_thread([&emu_window] { emu_window->Present(); });
while (emu_window->IsOpen()) {
system.RunLoop();
}
render_thread.join();
system.Shutdown();

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@ -112,10 +112,6 @@ EmuWindow_SDL2_Hide::~EmuWindow_SDL2_Hide() {
SDL_Quit();
}
void EmuWindow_SDL2_Hide::SwapBuffers() {
SDL_GL_SwapWindow(render_window);
}
void EmuWindow_SDL2_Hide::PollEvents() {}
void EmuWindow_SDL2_Hide::MakeCurrent() {

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@ -13,9 +13,6 @@ public:
explicit EmuWindow_SDL2_Hide();
~EmuWindow_SDL2_Hide();
/// Swap buffers to display the next frame
void SwapBuffers() override;
/// Polls window events
void PollEvents() override;