renderer_opengl: Move Frame/FrameMailbox to OpenGL namespace.
This commit is contained in:
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795893a9a5
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aef159354c
3 changed files with 42 additions and 77 deletions
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@ -12,45 +12,6 @@
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namespace Core::Frontend {
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namespace Core::Frontend {
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struct Frame;
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/**
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* For smooth Vsync rendering, we want to always present the latest frame that the core generates,
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* but also make sure that rendering happens at the pace that the frontend dictates. This is a
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* helper class that the renderer can define to sync frames between the render thread and the
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* presentation thread
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*/
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class TextureMailbox {
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public:
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virtual ~TextureMailbox() = default;
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/**
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* Recreate the render objects attached to this frame with the new specified width/height
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*/
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virtual void ReloadRenderFrame(Frontend::Frame* frame, u32 width, u32 height) = 0;
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/**
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* Recreate the presentation objects attached to this frame with the new specified width/height
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*/
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virtual void ReloadPresentFrame(Frontend::Frame* frame, u32 width, u32 height) = 0;
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/**
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* Render thread calls this to get an available frame to present
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*/
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virtual Frontend::Frame* GetRenderFrame() = 0;
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/**
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* Render thread calls this after draw commands are done to add to the presentation mailbox
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*/
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virtual void ReleaseRenderFrame(Frame* frame) = 0;
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/**
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* Presentation thread calls this to get the latest frame available to present. If there is no
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* frame available after timeout, returns the previous frame. If there is no previous frame it
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* returns nullptr
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*/
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virtual Frontend::Frame* TryGetPresentFrame(int timeout_ms) = 0;
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};
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/**
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/**
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* Represents a graphics context that can be used for background computation or drawing. If the
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* Represents a graphics context that can be used for background computation or drawing. If the
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* graphics backend doesn't require the context, then the implementation of these methods can be
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* graphics backend doesn't require the context, then the implementation of these methods can be
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@ -168,8 +129,6 @@ public:
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*/
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*/
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
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std::unique_ptr<TextureMailbox> mailbox;
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protected:
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protected:
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EmuWindow();
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EmuWindow();
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virtual ~EmuWindow();
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virtual ~EmuWindow();
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@ -22,12 +22,17 @@
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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namespace Core::Frontend {
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namespace OpenGL {
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
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// number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
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constexpr std::size_t SWAP_CHAIN_SIZE = 9;
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struct Frame {
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struct Frame {
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u32 width{}; /// Width of the frame (to detect resize)
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u32 width{}; /// Width of the frame (to detect resize)
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u32 height{}; /// Height of the frame
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u32 height{}; /// Height of the frame
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bool color_reloaded = false; /// Texture attachment was recreated (ie: resized)
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bool color_reloaded{}; /// Texture attachment was recreated (ie: resized)
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OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
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OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
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OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
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OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
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OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
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OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
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@ -36,40 +41,37 @@ struct Frame {
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bool is_srgb{}; /// Framebuffer is sRGB or RGB
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bool is_srgb{}; /// Framebuffer is sRGB or RGB
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};
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};
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} // namespace Core::Frontend
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/**
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* For smooth Vsync rendering, we want to always present the latest frame that the core generates,
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namespace OpenGL {
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* but also make sure that rendering happens at the pace that the frontend dictates. This is a
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* helper class that the renderer uses to sync frames between the render thread and the presentation
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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* thread
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// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
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*/
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// number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
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class FrameMailbox {
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constexpr std::size_t SWAP_CHAIN_SIZE = 9;
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class OGLTextureMailbox : public Core::Frontend::TextureMailbox {
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public:
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public:
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std::mutex swap_chain_lock;
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std::mutex swap_chain_lock;
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std::condition_variable present_cv;
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std::condition_variable present_cv;
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std::array<Core::Frontend::Frame, SWAP_CHAIN_SIZE> swap_chain{};
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std::array<Frame, SWAP_CHAIN_SIZE> swap_chain{};
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std::queue<Core::Frontend::Frame*> free_queue;
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std::queue<Frame*> free_queue;
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std::deque<Core::Frontend::Frame*> present_queue;
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std::deque<Frame*> present_queue;
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Core::Frontend::Frame* previous_frame{};
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Frame* previous_frame{};
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OGLTextureMailbox() {
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FrameMailbox() {
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for (auto& frame : swap_chain) {
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for (auto& frame : swap_chain) {
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free_queue.push(&frame);
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free_queue.push(&frame);
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}
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}
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}
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}
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~OGLTextureMailbox() override {
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~FrameMailbox() {
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// lock the mutex and clear out the present and free_queues and notify any people who are
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// lock the mutex and clear out the present and free_queues and notify any people who are
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// blocked to prevent deadlock on shutdown
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// blocked to prevent deadlock on shutdown
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std::scoped_lock lock(swap_chain_lock);
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std::scoped_lock lock(swap_chain_lock);
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std::queue<Core::Frontend::Frame*>().swap(free_queue);
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std::queue<Frame*>().swap(free_queue);
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present_queue.clear();
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present_queue.clear();
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present_cv.notify_all();
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present_cv.notify_all();
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}
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}
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void ReloadPresentFrame(Core::Frontend::Frame* frame, u32 height, u32 width) override {
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void ReloadPresentFrame(Frame* frame, u32 height, u32 width) {
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frame->present.Release();
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frame->present.Release();
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frame->present.Create();
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frame->present.Create();
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GLint previous_draw_fbo{};
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GLint previous_draw_fbo{};
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@ -84,7 +86,7 @@ public:
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frame->color_reloaded = false;
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frame->color_reloaded = false;
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}
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}
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void ReloadRenderFrame(Core::Frontend::Frame* frame, u32 width, u32 height) override {
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void ReloadRenderFrame(Frame* frame, u32 width, u32 height) {
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState state = OpenGLState::GetCurState();
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OpenGLState state = OpenGLState::GetCurState();
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@ -103,7 +105,7 @@ public:
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state.Apply();
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state.Apply();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame->color.handle);
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frame->color.handle);
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if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
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}
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}
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prev_state.Apply();
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prev_state.Apply();
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@ -112,7 +114,7 @@ public:
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frame->color_reloaded = true;
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frame->color_reloaded = true;
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}
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}
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Core::Frontend::Frame* GetRenderFrame() override {
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Frame* GetRenderFrame() {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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// If theres no free frames, we will reuse the oldest render frame
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// If theres no free frames, we will reuse the oldest render frame
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@ -122,18 +124,18 @@ public:
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return frame;
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return frame;
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}
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}
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Core::Frontend::Frame* frame = free_queue.front();
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Frame* frame = free_queue.front();
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free_queue.pop();
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free_queue.pop();
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return frame;
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return frame;
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}
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}
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void ReleaseRenderFrame(Core::Frontend::Frame* frame) override {
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void ReleaseRenderFrame(Frame* frame) {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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present_queue.push_front(frame);
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present_queue.push_front(frame);
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present_cv.notify_one();
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present_cv.notify_one();
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}
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}
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Core::Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
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Frame* TryGetPresentFrame(int timeout_ms) {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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// wait for new entries in the present_queue
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// wait for new entries in the present_queue
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present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
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present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
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@ -149,7 +151,7 @@ public:
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}
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}
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// the newest entries are pushed to the front of the queue
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// the newest entries are pushed to the front of the queue
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Core::Frontend::Frame* frame = present_queue.front();
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Frame* frame = present_queue.front();
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present_queue.pop_front();
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present_queue.pop_front();
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// remove all old entries from the present queue and move them back to the free_queue
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// remove all old entries from the present queue and move them back to the free_queue
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for (auto f : present_queue) {
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for (auto f : present_queue) {
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@ -295,9 +297,8 @@ void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severit
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} // Anonymous namespace
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} // Anonymous namespace
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
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: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {
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: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
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emu_window.mailbox = std::make_unique<OGLTextureMailbox>();
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frame_mailbox{std::make_unique<FrameMailbox>()} {}
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}
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RendererOpenGL::~RendererOpenGL() = default;
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RendererOpenGL::~RendererOpenGL() = default;
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PrepareRendertarget(framebuffer);
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PrepareRendertarget(framebuffer);
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RenderScreenshot();
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RenderScreenshot();
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Core::Frontend::Frame* frame;
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Frame* frame;
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{
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{
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MICROPROFILE_SCOPE(OpenGL_WaitPresent);
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MICROPROFILE_SCOPE(OpenGL_WaitPresent);
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frame = render_window.mailbox->GetRenderFrame();
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frame = frame_mailbox->GetRenderFrame();
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// Clean up sync objects before drawing
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// Clean up sync objects before drawing
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is_srgb != frame->is_srgb) {
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is_srgb != frame->is_srgb) {
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LOG_DEBUG(Render_OpenGL, "Reloading render frame");
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LOG_DEBUG(Render_OpenGL, "Reloading render frame");
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is_srgb = frame->is_srgb = screen_info.display_srgb;
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is_srgb = frame->is_srgb = screen_info.display_srgb;
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render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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frame_mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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}
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}
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state.draw.draw_framebuffer = frame->render.handle;
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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state.Apply();
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// Create a fence for the frontend to wait on and swap this frame to OffTex
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// Create a fence for the frontend to wait on and swap this frame to OffTex
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frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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glFlush();
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render_window.mailbox->ReleaseRenderFrame(frame);
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frame_mailbox->ReleaseRenderFrame(frame);
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m_current_frame++;
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m_current_frame++;
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rasterizer->TickFrame();
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rasterizer->TickFrame();
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}
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}
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void RendererOpenGL::TryPresent(int timeout_ms) {
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void RendererOpenGL::TryPresent(int timeout_ms) {
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const auto& layout = render_window.GetFramebufferLayout();
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const auto& layout = render_window.GetFramebufferLayout();
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auto frame = render_window.mailbox->TryGetPresentFrame(timeout_ms);
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auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms);
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if (!frame) {
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if (!frame) {
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LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
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LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
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return;
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return;
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// Recreate the presentation FBO if the color attachment was changed
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// Recreate the presentation FBO if the color attachment was changed
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if (frame->color_reloaded) {
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if (frame->color_reloaded) {
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LOG_DEBUG(Render_OpenGL, "Reloading present frame");
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LOG_DEBUG(Render_OpenGL, "Reloading present frame");
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render_window.mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
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frame_mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
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}
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}
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glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
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glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
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// INTEL workaround.
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// INTEL workaround.
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@ -50,6 +50,8 @@ struct PresentationTexture {
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OGLTexture texture;
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OGLTexture texture;
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};
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};
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class FrameMailbox;
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class RendererOpenGL final : public VideoCore::RendererBase {
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class RendererOpenGL final : public VideoCore::RendererBase {
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public:
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public:
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explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system);
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explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system);
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/// Represents if the final render frame is sRGB
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/// Represents if the final render frame is sRGB
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bool is_srgb{};
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bool is_srgb{};
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/// Frame presentation mailbox
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std::unique_ptr<FrameMailbox> frame_mailbox;
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};
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};
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} // namespace OpenGL
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} // namespace OpenGL
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