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@@ -3,13 +3,19 @@
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <array>
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#include <condition_variable>
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#include <cstddef>
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#include <cstdlib>
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#include <deque>
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#include <memory>
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#include <mutex>
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#include <glad/glad.h>
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#include <queue>
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#include "common/assert.h"
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#include "common/bit_field.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/dumping/backend.h"
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@@ -28,8 +34,151 @@
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/video_core.h"
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namespace Frontend {
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struct Frame {
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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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bool color_reloaded = false; /// 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::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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GLsync render_fence{}; /// Fence created on the render thread
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GLsync present_fence{}; /// Fence created on the presentation thread
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};
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} // namespace 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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class OGLTextureMailbox : public Frontend::TextureMailbox {
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public:
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std::mutex swap_chain_lock;
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std::condition_variable free_cv;
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std::condition_variable present_cv;
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std::array<Frontend::Frame, SWAP_CHAIN_SIZE> swap_chain{};
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std::queue<Frontend::Frame*> free_queue{};
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std::deque<Frontend::Frame*> present_queue{};
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Frontend::Frame* previous_frame = nullptr;
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OGLTextureMailbox() {
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for (auto& frame : swap_chain) {
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free_queue.push(&frame);
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}
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}
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~OGLTextureMailbox() override {
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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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std::scoped_lock lock(swap_chain_lock);
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std::queue<Frontend::Frame*>().swap(free_queue);
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present_queue.clear();
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free_cv.notify_all();
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present_cv.notify_all();
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}
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void ReloadPresentFrame(Frontend::Frame* frame, u32 height, u32 width) override {
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frame->present.Release();
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frame->present.Create();
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GLint previous_draw_fbo{};
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_draw_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame->color.handle);
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if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!");
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_draw_fbo);
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frame->color_reloaded = false;
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}
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void ReloadRenderFrame(Frontend::Frame* frame, u32 width, u32 height) override {
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState state = OpenGLState::GetCurState();
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// Recreate the color texture attachment
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frame->color.Release();
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frame->color.Create();
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state.renderbuffer = frame->color.handle;
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state.Apply();
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, width, height);
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// Recreate the FBO for the render target
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frame->render.Release();
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frame->render.Create();
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state.draw.read_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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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame->color.handle);
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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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}
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prev_state.Apply();
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frame->width = width;
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frame->height = height;
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frame->color_reloaded = true;
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}
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Frontend::Frame* GetRenderFrame() override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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// wait for new entries in the free_queue
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// we want to break at some point to prevent a softlock on close if the presentation thread
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// stops consuming buffers
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free_cv.wait_for(lock, std::chrono::milliseconds(100), [&] { return !free_queue.empty(); });
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// If theres no free frames, we will reuse the oldest render frame
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if (free_queue.empty()) {
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auto frame = present_queue.back();
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present_queue.pop_back();
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return frame;
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}
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Frontend::Frame* frame = free_queue.front();
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free_queue.pop();
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return frame;
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}
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void ReleaseRenderFrame(Frontend::Frame* frame) override {
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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_cv.notify_one();
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}
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Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
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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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present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
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[&] { return !present_queue.empty(); });
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if (present_queue.empty()) {
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// timed out waiting for a frame to draw so return the previous frame
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return previous_frame;
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}
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// free the previous frame and add it back to the free queue
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if (previous_frame) {
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free_queue.push(previous_frame);
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free_cv.notify_one();
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}
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// the newest entries are pushed to the front of the queue
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Frontend::Frame* frame = present_queue.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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for (auto f : present_queue) {
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free_queue.push(f);
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}
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free_cv.notify_one();
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present_queue.clear();
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previous_frame = frame;
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return frame;
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}
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};
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static const char vertex_shader[] = R"(
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in vec2 vert_position;
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in vec2 vert_tex_coord;
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@@ -53,7 +202,7 @@ void main() {
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static const char fragment_shader[] = R"(
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in vec2 frag_tex_coord;
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out vec4 color;
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layout(location = 0) out vec4 color;
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uniform vec4 i_resolution;
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uniform vec4 o_resolution;
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@@ -130,15 +279,127 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
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return matrix;
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}
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RendererOpenGL::RendererOpenGL(Frontend::EmuWindow& window) : RendererBase{window} {}
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RendererOpenGL::RendererOpenGL(Frontend::EmuWindow& window) : RendererBase{window} {
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window.mailbox = std::make_unique<OGLTextureMailbox>();
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}
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RendererOpenGL::~RendererOpenGL() = default;
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MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
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MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers() {
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.Apply();
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PrepareRendertarget();
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RenderScreenshot();
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RenderVideoDumping();
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const auto& layout = render_window.GetFramebufferLayout();
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Frontend::Frame* frame;
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{
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MICROPROFILE_SCOPE(OpenGL_WaitPresent);
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frame = render_window.mailbox->GetRenderFrame();
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// Clean up sync objects before drawing
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// INTEL driver workaround. We can't delete the previous render sync object until we are
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// sure that the presentation is done
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if (frame->present_fence) {
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glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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}
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// delete the draw fence if the frame wasn't presented
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if (frame->render_fence) {
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glDeleteSync(frame->render_fence);
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frame->render_fence = 0;
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}
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// wait for the presentation to be done
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if (frame->present_fence) {
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glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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glDeleteSync(frame->present_fence);
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frame->present_fence = 0;
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}
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}
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{
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MICROPROFILE_SCOPE(OpenGL_RenderFrame);
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// Recreate the frame if the size of the window has changed
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if (layout.width != frame->width || layout.height != frame->height) {
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LOG_DEBUG(Render_OpenGL, "Reloading render frame");
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render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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}
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GLuint render_texture = frame->color.handle;
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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DrawScreens(layout);
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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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glFlush();
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render_window.mailbox->ReleaseRenderFrame(frame);
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m_current_frame++;
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}
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Core::System::GetInstance().perf_stats->EndSystemFrame();
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render_window.PollEvents();
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Core::System::GetInstance().frame_limiter.DoFrameLimiting(
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Core::System::GetInstance().CoreTiming().GetGlobalTimeUs());
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Core::System::GetInstance().perf_stats->BeginSystemFrame();
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prev_state.Apply();
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RefreshRasterizerSetting();
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if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
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Pica::g_debug_context->recorder->FrameFinished();
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}
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}
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void RendererOpenGL::RenderScreenshot() {
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if (VideoCore::g_renderer_screenshot_requested) {
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// Draw this frame to the screenshot framebuffer
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screenshot_framebuffer.Create();
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GLuint old_read_fb = state.draw.read_framebuffer;
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GLuint old_draw_fb = state.draw.draw_framebuffer;
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state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
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state.Apply();
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Layout::FramebufferLayout layout{VideoCore::g_screenshot_framebuffer_layout};
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GLuint renderbuffer;
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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renderbuffer);
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DrawScreens(layout);
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glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
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VideoCore::g_screenshot_bits);
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screenshot_framebuffer.Release();
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state.draw.read_framebuffer = old_read_fb;
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state.draw.draw_framebuffer = old_draw_fb;
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state.Apply();
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glDeleteRenderbuffers(1, &renderbuffer);
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VideoCore::g_screenshot_complete_callback();
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VideoCore::g_renderer_screenshot_requested = false;
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}
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}
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void RendererOpenGL::PrepareRendertarget() {
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for (int i : {0, 1, 2}) {
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int fb_id = i == 2 ? 1 : 0;
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const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
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@@ -173,39 +434,9 @@ void RendererOpenGL::SwapBuffers() {
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screen_infos[i].texture.height = framebuffer.height;
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}
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}
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}
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if (VideoCore::g_renderer_screenshot_requested) {
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// Draw this frame to the screenshot framebuffer
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screenshot_framebuffer.Create();
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GLuint old_read_fb = state.draw.read_framebuffer;
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GLuint old_draw_fb = state.draw.draw_framebuffer;
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state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
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state.Apply();
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Layout::FramebufferLayout layout{VideoCore::g_screenshot_framebuffer_layout};
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GLuint renderbuffer;
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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renderbuffer);
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DrawScreens(layout);
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glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
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VideoCore::g_screenshot_bits);
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screenshot_framebuffer.Release();
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state.draw.read_framebuffer = old_read_fb;
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state.draw.draw_framebuffer = old_draw_fb;
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state.Apply();
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glDeleteRenderbuffers(1, &renderbuffer);
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VideoCore::g_screenshot_complete_callback();
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VideoCore::g_renderer_screenshot_requested = false;
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}
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void RendererOpenGL::RenderVideoDumping() {
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if (cleanup_video_dumping.exchange(false)) {
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ReleaseVideoDumpingGLObjects();
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}
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@@ -230,31 +461,9 @@ void RendererOpenGL::SwapBuffers() {
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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current_pbo = (current_pbo + 1) % 2;
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next_pbo = (current_pbo + 1) % 2;
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}
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DrawScreens(render_window.GetFramebufferLayout());
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m_current_frame++;
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Core::System::GetInstance().perf_stats->EndSystemFrame();
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|
|
// Swap buffers
|
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render_window.PollEvents();
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|
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render_window.SwapBuffers();
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|
Core::System::GetInstance().frame_limiter.DoFrameLimiting(
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|
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Core::System::GetInstance().CoreTiming().GetGlobalTimeUs());
|
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|
|
Core::System::GetInstance().perf_stats->BeginSystemFrame();
|
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prev_state.Apply();
|
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|
RefreshRasterizerSetting();
|
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|
|
if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
|
|
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|
|
Pica::g_debug_context->recorder->FrameFinished();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
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|
|
/**
|
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|
|
@@ -669,6 +878,41 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
|
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|
|
|
}
|
|
|
|
|
}
|
|
|
|
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|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// Updates the framerate
|
|
|
|
|
void RendererOpenGL::UpdateFramerate() {}
|
|
|
|
|
|
|
|
|
@@ -766,7 +1010,9 @@ static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum
|
|
|
|
|
|
|
|
|
|
/// Initialize the renderer
|
|
|
|
|
Core::System::ResultStatus RendererOpenGL::Init() {
|
|
|
|
|
render_window.MakeCurrent();
|
|
|
|
|
if (!gladLoadGL()) {
|
|
|
|
|
return Core::System::ResultStatus::ErrorVideoCore_ErrorBelowGL33;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (GLAD_GL_KHR_debug) {
|
|
|
|
|
glEnable(GL_DEBUG_OUTPUT);
|
|
|
|
|