renderer_opengl: Add texture mailbox support for presenter thread.
This commit is contained in:
parent
add2c38b73
commit
dc672ca4b3
|
@ -29,6 +29,7 @@ enum class AspectRatio {
|
|||
struct FramebufferLayout {
|
||||
u32 width{ScreenUndocked::Width};
|
||||
u32 height{ScreenUndocked::Height};
|
||||
bool is_srgb{};
|
||||
|
||||
Common::Rectangle<u32> screen;
|
||||
|
||||
|
|
|
@ -35,15 +35,19 @@ public:
|
|||
explicit RendererBase(Core::Frontend::EmuWindow& window);
|
||||
virtual ~RendererBase();
|
||||
|
||||
/// Swap buffers (render frame)
|
||||
virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0;
|
||||
|
||||
/// Initialize the renderer
|
||||
virtual bool Init() = 0;
|
||||
|
||||
/// Shutdown the renderer
|
||||
virtual void ShutDown() = 0;
|
||||
|
||||
/// Finalize rendering the guest frame and draw into the presentation texture
|
||||
virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 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;
|
||||
|
||||
// Getter/setter functions:
|
||||
// ------------------------
|
||||
|
||||
|
|
|
@ -9,11 +9,11 @@
|
|||
#include <glad/glad.h>
|
||||
#include "common/assert.h"
|
||||
#include "common/logging/log.h"
|
||||
#include "common/microprofile.h"
|
||||
#include "common/telemetry.h"
|
||||
#include "core/core.h"
|
||||
#include "core/core_timing.h"
|
||||
#include "core/frontend/emu_window.h"
|
||||
#include "core/frontend/scope_acquire_window_context.h"
|
||||
#include "core/memory.h"
|
||||
#include "core/perf_stats.h"
|
||||
#include "core/settings.h"
|
||||
|
@ -22,8 +22,145 @@
|
|||
#include "video_core/renderer_opengl/gl_rasterizer.h"
|
||||
#include "video_core/renderer_opengl/renderer_opengl.h"
|
||||
|
||||
namespace Core::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
|
||||
bool is_srgb{}; /// Framebuffer is sRGB or RGB
|
||||
};
|
||||
|
||||
} // 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;
|
||||
|
||||
class OGLTextureMailbox : public Core::Frontend::TextureMailbox {
|
||||
public:
|
||||
std::mutex swap_chain_lock;
|
||||
std::condition_variable present_cv;
|
||||
std::array<Core::Frontend::Frame, SWAP_CHAIN_SIZE> swap_chain{};
|
||||
std::queue<Core::Frontend::Frame*> free_queue;
|
||||
std::deque<Core::Frontend::Frame*> present_queue;
|
||||
Core::Frontend::Frame* previous_frame{};
|
||||
|
||||
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<Core::Frontend::Frame*>().swap(free_queue);
|
||||
present_queue.clear();
|
||||
present_cv.notify_all();
|
||||
}
|
||||
|
||||
void ReloadPresentFrame(Core::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(Core::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, frame->is_srgb ? GL_SRGB8 : GL_RGB8, 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;
|
||||
}
|
||||
|
||||
Core::Frontend::Frame* GetRenderFrame() override {
|
||||
std::unique_lock<std::mutex> lock(swap_chain_lock);
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
Core::Frontend::Frame* frame = free_queue.front();
|
||||
free_queue.pop();
|
||||
return frame;
|
||||
}
|
||||
|
||||
void ReleaseRenderFrame(Core::Frontend::Frame* frame) override {
|
||||
std::unique_lock<std::mutex> lock(swap_chain_lock);
|
||||
present_queue.push_front(frame);
|
||||
present_cv.notify_one();
|
||||
}
|
||||
|
||||
Core::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);
|
||||
}
|
||||
|
||||
// the newest entries are pushed to the front of the queue
|
||||
Core::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);
|
||||
}
|
||||
present_queue.clear();
|
||||
previous_frame = frame;
|
||||
return frame;
|
||||
}
|
||||
};
|
||||
|
||||
namespace {
|
||||
|
||||
constexpr char vertex_shader[] = R"(
|
||||
|
@ -158,16 +295,86 @@ void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severit
|
|||
} // Anonymous namespace
|
||||
|
||||
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>();
|
||||
}
|
||||
|
||||
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));
|
||||
|
||||
void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
|
||||
render_window.PollEvents();
|
||||
|
||||
if (!framebuffer) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Maintain the rasterizer's state as a priority
|
||||
OpenGLState prev_state = OpenGLState::GetCurState();
|
||||
state.AllDirty();
|
||||
state.Apply();
|
||||
|
||||
PrepareRendertarget(framebuffer);
|
||||
RenderScreenshot();
|
||||
|
||||
Core::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);
|
||||
const auto& layout = render_window.GetFramebufferLayout();
|
||||
|
||||
// Recreate the frame if the size of the window has changed
|
||||
if (layout.width != frame->width || layout.height != frame->height ||
|
||||
is_srgb != frame->is_srgb) {
|
||||
LOG_DEBUG(Render_OpenGL, "Reloading render frame");
|
||||
is_srgb = frame->is_srgb = screen_info.display_srgb;
|
||||
render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
|
||||
}
|
||||
state.draw.draw_framebuffer = frame->render.handle;
|
||||
state.Apply();
|
||||
DrawScreen(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++;
|
||||
rasterizer->TickFrame();
|
||||
}
|
||||
|
||||
// Restore the rasterizer state
|
||||
prev_state.AllDirty();
|
||||
prev_state.Apply();
|
||||
}
|
||||
|
||||
void RendererOpenGL::PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer) {
|
||||
if (framebuffer) {
|
||||
// If framebuffer is provided, reload it from memory to a texture
|
||||
if (screen_info.texture.width != static_cast<GLsizei>(framebuffer->width) ||
|
||||
|
@ -181,22 +388,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
|
|||
|
||||
// Load the framebuffer from memory, draw it to the screen, and swap buffers
|
||||
LoadFBToScreenInfo(*framebuffer);
|
||||
|
||||
if (renderer_settings.screenshot_requested)
|
||||
CaptureScreenshot();
|
||||
|
||||
DrawScreen(render_window.GetFramebufferLayout());
|
||||
|
||||
rasterizer->TickFrame();
|
||||
|
||||
render_window.SwapBuffers();
|
||||
}
|
||||
|
||||
render_window.PollEvents();
|
||||
|
||||
// Restore the rasterizer state
|
||||
prev_state.AllDirty();
|
||||
prev_state.Apply();
|
||||
}
|
||||
|
||||
void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
|
||||
|
@ -418,13 +610,48 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
|
|||
DrawScreenTriangles(screen_info, static_cast<float>(screen.left),
|
||||
static_cast<float>(screen.top), static_cast<float>(screen.GetWidth()),
|
||||
static_cast<float>(screen.GetHeight()));
|
||||
|
||||
m_current_frame++;
|
||||
}
|
||||
|
||||
void RendererOpenGL::UpdateFramerate() {}
|
||||
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);
|
||||
}
|
||||
|
||||
void RendererOpenGL::RenderScreenshot() {
|
||||
if (!renderer_settings.screenshot_requested) {
|
||||
return;
|
||||
}
|
||||
|
||||
void RendererOpenGL::CaptureScreenshot() {
|
||||
// Draw the current frame to the screenshot framebuffer
|
||||
screenshot_framebuffer.Create();
|
||||
GLuint old_read_fb = state.draw.read_framebuffer;
|
||||
|
@ -459,8 +686,6 @@ void RendererOpenGL::CaptureScreenshot() {
|
|||
}
|
||||
|
||||
bool RendererOpenGL::Init() {
|
||||
Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window};
|
||||
|
||||
if (GLAD_GL_KHR_debug) {
|
||||
glEnable(GL_DEBUG_OUTPUT);
|
||||
glDebugMessageCallback(DebugHandler, nullptr);
|
||||
|
|
|
@ -44,19 +44,21 @@ struct ScreenInfo {
|
|||
TextureInfo texture;
|
||||
};
|
||||
|
||||
struct PresentationTexture {
|
||||
u32 width = 0;
|
||||
u32 height = 0;
|
||||
OGLTexture texture;
|
||||
};
|
||||
|
||||
class RendererOpenGL final : public VideoCore::RendererBase {
|
||||
public:
|
||||
explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system);
|
||||
~RendererOpenGL() override;
|
||||
|
||||
/// Swap buffers (render frame)
|
||||
void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) override;
|
||||
|
||||
/// Initialize the renderer
|
||||
bool Init() override;
|
||||
|
||||
/// Shutdown the renderer
|
||||
void ShutDown() override;
|
||||
void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) override;
|
||||
void TryPresent(int timeout_ms) override;
|
||||
|
||||
private:
|
||||
/// Initializes the OpenGL state and creates persistent objects.
|
||||
|
@ -74,10 +76,7 @@ private:
|
|||
|
||||
void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
|
||||
|
||||
/// Updates the framerate.
|
||||
void UpdateFramerate();
|
||||
|
||||
void CaptureScreenshot();
|
||||
void RenderScreenshot();
|
||||
|
||||
/// Loads framebuffer from emulated memory into the active OpenGL texture.
|
||||
void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
|
||||
|
@ -87,6 +86,8 @@ private:
|
|||
void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
|
||||
const TextureInfo& texture);
|
||||
|
||||
void PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer);
|
||||
|
||||
Core::Frontend::EmuWindow& emu_window;
|
||||
Core::System& system;
|
||||
|
||||
|
@ -107,6 +108,9 @@ private:
|
|||
/// Used for transforming the framebuffer orientation
|
||||
Tegra::FramebufferConfig::TransformFlags framebuffer_transform_flags;
|
||||
Common::Rectangle<int> framebuffer_crop_rect;
|
||||
|
||||
/// Represents if the final render frame is sRGB
|
||||
bool is_srgb{};
|
||||
};
|
||||
|
||||
} // namespace OpenGL
|
||||
|
|
Loading…
Reference in New Issue