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				https://git.suyu.dev/suyu/suyu
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	renderer_opengl: Add texture mailbox support for presenter thread.
This commit is contained in:
		@@ -35,15 +35,19 @@ public:
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    explicit RendererBase(Core::Frontend::EmuWindow& window);
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    virtual ~RendererBase();
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    /// Swap buffers (render frame)
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    virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0;
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    /// Initialize the renderer
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    virtual bool Init() = 0;
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    /// Shutdown the renderer
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    virtual void ShutDown() = 0;
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    /// Finalize rendering the guest frame and draw into the presentation texture
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    virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0;
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    /// Draws the latest frame to the window waiting timeout_ms for a frame to arrive (Renderer
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    /// specific implementation)
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    virtual void TryPresent(int timeout_ms) = 0;
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    // Getter/setter functions:
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    // ------------------------
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@@ -9,11 +9,11 @@
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "common/telemetry.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/scope_acquire_window_context.h"
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#include "core/memory.h"
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#include "core/perf_stats.h"
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#include "core/settings.h"
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@@ -22,8 +22,145 @@
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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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namespace Core::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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    bool is_srgb{};                   /// Framebuffer is sRGB or RGB
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};
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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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class OGLTextureMailbox : public Core::Frontend::TextureMailbox {
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public:
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    std::mutex swap_chain_lock;
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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::queue<Core::Frontend::Frame*> free_queue;
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    std::deque<Core::Frontend::Frame*> present_queue;
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    Core::Frontend::Frame* previous_frame{};
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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<Core::Frontend::Frame*>().swap(free_queue);
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        present_queue.clear();
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        present_cv.notify_all();
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    }
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    void ReloadPresentFrame(Core::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(Core::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, frame->is_srgb ? GL_SRGB8 : GL_RGB8, 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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    Core::Frontend::Frame* GetRenderFrame() override {
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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 (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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        Core::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(Core::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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    Core::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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        }
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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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        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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        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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namespace {
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constexpr char vertex_shader[] = R"(
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@@ -158,16 +295,86 @@ void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severit
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} // Anonymous namespace
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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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}
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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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void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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    render_window.PollEvents();
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    if (!framebuffer) {
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        return;
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    }
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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.AllDirty();
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    state.Apply();
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    PrepareRendertarget(framebuffer);
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    RenderScreenshot();
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    Core::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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        const auto& layout = render_window.GetFramebufferLayout();
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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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            is_srgb != frame->is_srgb) {
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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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            render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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        }
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        state.draw.draw_framebuffer = frame->render.handle;
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        state.Apply();
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        DrawScreen(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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        rasterizer->TickFrame();
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    }
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    // Restore the rasterizer state
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    prev_state.AllDirty();
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    prev_state.Apply();
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}
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void RendererOpenGL::PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer) {
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    if (framebuffer) {
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        // If framebuffer is provided, reload it from memory to a texture
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        if (screen_info.texture.width != static_cast<GLsizei>(framebuffer->width) ||
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@@ -181,22 +388,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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        // Load the framebuffer from memory, draw it to the screen, and swap buffers
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        LoadFBToScreenInfo(*framebuffer);
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        if (renderer_settings.screenshot_requested)
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            CaptureScreenshot();
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        DrawScreen(render_window.GetFramebufferLayout());
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        rasterizer->TickFrame();
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        render_window.SwapBuffers();
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    }
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    render_window.PollEvents();
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    // Restore the rasterizer state
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    prev_state.AllDirty();
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    prev_state.Apply();
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}
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void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
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@@ -418,13 +610,48 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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    DrawScreenTriangles(screen_info, static_cast<float>(screen.left),
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                        static_cast<float>(screen.top), static_cast<float>(screen.GetWidth()),
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                        static_cast<float>(screen.GetHeight()));
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    m_current_frame++;
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}
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void RendererOpenGL::UpdateFramerate() {}
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void RendererOpenGL::TryPresent(int timeout_ms) {
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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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    if (!frame) {
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        LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
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        return;
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    }
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    // Clearing before a full overwrite of a fbo can signal to drivers that they can avoid a
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    // readback since we won't be doing any blending
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    glClear(GL_COLOR_BUFFER_BIT);
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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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        LOG_DEBUG(Render_OpenGL, "Reloading present frame");
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        render_window.mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
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    }
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    glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
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    // INTEL workaround.
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    // Normally we could just delete the draw fence here, but due to driver bugs, we can just delete
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    // it on the emulation thread without too much penalty
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    // glDeleteSync(frame.render_sync);
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    // frame.render_sync = 0;
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    glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle);
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    glBlitFramebuffer(0, 0, frame->width, frame->height, 0, 0, layout.width, layout.height,
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                      GL_COLOR_BUFFER_BIT, GL_LINEAR);
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    // Insert fence for the main thread to block on
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    frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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    glFlush();
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    glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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void RendererOpenGL::RenderScreenshot() {
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    if (!renderer_settings.screenshot_requested) {
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        return;
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    }
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void RendererOpenGL::CaptureScreenshot() {
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    // Draw the current 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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@@ -459,8 +686,6 @@ void RendererOpenGL::CaptureScreenshot() {
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}
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bool RendererOpenGL::Init() {
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    Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window};
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    if (GLAD_GL_KHR_debug) {
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        glEnable(GL_DEBUG_OUTPUT);
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        glDebugMessageCallback(DebugHandler, nullptr);
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 | 
			
		||||
@@ -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
 | 
			
		||||
 
 | 
			
		||||
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	Block a user