renderer_opengl: refactor context acquire
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@ -223,8 +223,6 @@ struct GPU::Impl {
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/// core timing events.
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void Start() {
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gpu_thread.StartThread(*renderer, renderer->Context(), *scheduler);
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cpu_context = renderer->GetRenderWindow().CreateSharedContext();
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cpu_context->MakeCurrent();
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}
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void NotifyShutdown() {
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@ -235,6 +233,9 @@ struct GPU::Impl {
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/// Obtain the CPU Context
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void ObtainContext() {
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if (!cpu_context) {
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cpu_context = renderer->GetRenderWindow().CreateSharedContext();
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}
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cpu_context->MakeCurrent();
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}
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@ -126,9 +126,11 @@ Device::Device() {
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const bool is_intel = vendor_name == "Intel";
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#ifdef __unix__
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const bool is_linux = true;
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constexpr bool is_linux = true;
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const bool is_wayland = strcasecmp(getenv("XDG_SESSION_TYPE"), "wayland") == 0;
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#else
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const bool is_linux = false;
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constexpr bool is_linux = false;
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constexpr bool is_wayland = false;
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#endif
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bool disable_fast_buffer_sub_data = false;
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@ -194,9 +196,11 @@ Device::Device() {
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}
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// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
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// Blocks EGL on Wayland from using asynchronous shader compilation.
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
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!(is_amd || (is_intel && !is_linux));
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!(is_amd || (is_intel && !is_linux)) && !is_wayland;
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use_driver_cache = is_nvidia;
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strict_context_required = is_wayland;
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
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@ -173,6 +173,10 @@ public:
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return can_report_memory;
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}
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bool StrictContextRequired() const {
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return strict_context_required;
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}
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private:
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static bool TestVariableAoffi();
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static bool TestPreciseBug();
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@ -216,6 +220,7 @@ private:
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bool has_cbuf_ftou_bug{};
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bool has_bool_ref_bug{};
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bool can_report_memory{};
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bool strict_context_required{};
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std::string vendor_name;
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};
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@ -174,6 +174,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
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texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, program_manager{program_manager_},
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state_tracker{state_tracker_}, shader_notify{shader_notify_},
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use_asynchronous_shaders{device.UseAsynchronousShaders()},
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strict_context_required{device.StrictContextRequired()},
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profile{
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.supported_spirv = 0x00010000,
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@ -255,9 +256,14 @@ void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
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}
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shader_cache_filename = base_dir / "opengl.bin";
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if (!workers) {
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if (!workers && !strict_context_required) {
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workers = CreateWorkers();
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}
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std::optional<Context> strict_context;
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if (strict_context_required) {
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strict_context.emplace(emu_window);
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}
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struct {
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std::mutex mutex;
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size_t total{};
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@ -265,11 +271,17 @@ void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
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bool has_loaded{};
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} state;
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const auto queue_work{[&](Common::UniqueFunction<void, Context*>&& work) {
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if (strict_context_required) {
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work(&strict_context.value());
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} else {
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workers->QueueWork(std::move(work));
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}
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}};
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const auto load_compute{[&](std::ifstream& file, FileEnvironment env) {
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ComputePipelineKey key;
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file.read(reinterpret_cast<char*>(&key), sizeof(key));
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workers->QueueWork(
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[this, key, env = std::move(env), &state, &callback](Context* ctx) mutable {
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queue_work([this, key, env = std::move(env), &state, &callback](Context* ctx) mutable {
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ctx->pools.ReleaseContents();
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auto pipeline{CreateComputePipeline(ctx->pools, key, env)};
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std::scoped_lock lock{state.mutex};
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@ -286,8 +298,7 @@ void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
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const auto load_graphics{[&](std::ifstream& file, std::vector<FileEnvironment> envs) {
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GraphicsPipelineKey key;
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file.read(reinterpret_cast<char*>(&key), sizeof(key));
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workers->QueueWork(
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[this, key, envs = std::move(envs), &state, &callback](Context* ctx) mutable {
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queue_work([this, key, envs = std::move(envs), &state, &callback](Context* ctx) mutable {
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boost::container::static_vector<Shader::Environment*, 5> env_ptrs;
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for (auto& env : envs) {
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env_ptrs.push_back(&env);
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@ -314,6 +325,9 @@ void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
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state.has_loaded = true;
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lock.unlock();
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if (strict_context_required) {
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return;
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}
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workers->WaitForRequests(stop_loading);
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if (!use_asynchronous_shaders) {
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workers.reset();
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@ -69,6 +69,7 @@ private:
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StateTracker& state_tracker;
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VideoCore::ShaderNotify& shader_notify;
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const bool use_asynchronous_shaders;
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const bool strict_context_required;
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GraphicsPipelineKey graphics_key{};
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GraphicsPipeline* current_pipeline{};
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@ -61,8 +61,6 @@ void EmuThread::run() {
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// Main process has been loaded. Make the context current to this thread and begin GPU and CPU
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// execution.
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gpu.Start();
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gpu.ObtainContext();
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emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
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@ -77,6 +75,7 @@ void EmuThread::run() {
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emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
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gpu.ReleaseContext();
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gpu.Start();
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system.GetCpuManager().OnGpuReady();
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