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authorbunnei <bunneidev@gmail.com>2020-02-27 00:28:50 +0100
committerbunnei <bunneidev@gmail.com>2020-02-27 00:28:50 +0100
commitaef159354cd6c5cbbf6366bcfd767a9b4e0b7dd9 (patch)
tree463fc81637722a45f3cac93bfc183d5024e7212f /src/video_core
parentrenderer_opengl: Create gl_framebuffer_data if empty. (diff)
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Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp73
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.h5
2 files changed, 42 insertions, 36 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index fa226c8ca..e516ede9d 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -22,12 +22,17 @@
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
-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;
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)
+ bool color_reloaded{}; /// 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
@@ -36,40 +41,37 @@ struct Frame {
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 {
+/**
+ * For smooth Vsync rendering, we want to always present the latest frame that the core generates,
+ * but also make sure that rendering happens at the pace that the frontend dictates. This is a
+ * helper class that the renderer uses to sync frames between the render thread and the presentation
+ * thread
+ */
+class FrameMailbox {
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{};
+ std::array<Frame, SWAP_CHAIN_SIZE> swap_chain{};
+ std::queue<Frame*> free_queue;
+ std::deque<Frame*> present_queue;
+ Frame* previous_frame{};
- OGLTextureMailbox() {
+ FrameMailbox() {
for (auto& frame : swap_chain) {
free_queue.push(&frame);
}
}
- ~OGLTextureMailbox() override {
+ ~FrameMailbox() {
// 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);
+ std::queue<Frame*>().swap(free_queue);
present_queue.clear();
present_cv.notify_all();
}
- void ReloadPresentFrame(Core::Frontend::Frame* frame, u32 height, u32 width) override {
+ void ReloadPresentFrame(Frame* frame, u32 height, u32 width) {
frame->present.Release();
frame->present.Create();
GLint previous_draw_fbo{};
@@ -84,7 +86,7 @@ public:
frame->color_reloaded = false;
}
- void ReloadRenderFrame(Core::Frontend::Frame* frame, u32 width, u32 height) override {
+ void ReloadRenderFrame(Frame* frame, u32 width, u32 height) {
OpenGLState prev_state = OpenGLState::GetCurState();
OpenGLState state = OpenGLState::GetCurState();
@@ -103,7 +105,7 @@ public:
state.Apply();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
frame->color.handle);
- if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
}
prev_state.Apply();
@@ -112,7 +114,7 @@ public:
frame->color_reloaded = true;
}
- Core::Frontend::Frame* GetRenderFrame() override {
+ Frame* GetRenderFrame() {
std::unique_lock<std::mutex> lock(swap_chain_lock);
// If theres no free frames, we will reuse the oldest render frame
@@ -122,18 +124,18 @@ public:
return frame;
}
- Core::Frontend::Frame* frame = free_queue.front();
+ Frame* frame = free_queue.front();
free_queue.pop();
return frame;
}
- void ReleaseRenderFrame(Core::Frontend::Frame* frame) override {
+ void ReleaseRenderFrame(Frame* frame) {
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 {
+ Frame* TryGetPresentFrame(int timeout_ms) {
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),
@@ -149,7 +151,7 @@ public:
}
// the newest entries are pushed to the front of the queue
- Core::Frontend::Frame* frame = present_queue.front();
+ 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) {
@@ -295,9 +297,8 @@ 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} {
- emu_window.mailbox = std::make_unique<OGLTextureMailbox>();
-}
+ : VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
+ frame_mailbox{std::make_unique<FrameMailbox>()} {}
RendererOpenGL::~RendererOpenGL() = default;
@@ -319,11 +320,11 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
PrepareRendertarget(framebuffer);
RenderScreenshot();
- Core::Frontend::Frame* frame;
+ Frame* frame;
{
MICROPROFILE_SCOPE(OpenGL_WaitPresent);
- frame = render_window.mailbox->GetRenderFrame();
+ frame = frame_mailbox->GetRenderFrame();
// Clean up sync objects before drawing
@@ -356,7 +357,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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);
+ frame_mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
}
state.draw.draw_framebuffer = frame->render.handle;
state.Apply();
@@ -364,7 +365,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
// 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);
+ frame_mailbox->ReleaseRenderFrame(frame);
m_current_frame++;
rasterizer->TickFrame();
}
@@ -615,7 +616,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
void RendererOpenGL::TryPresent(int timeout_ms) {
const auto& layout = render_window.GetFramebufferLayout();
- auto frame = render_window.mailbox->TryGetPresentFrame(timeout_ms);
+ auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms);
if (!frame) {
LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
return;
@@ -628,7 +629,7 @@ void RendererOpenGL::TryPresent(int timeout_ms) {
// 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);
+ frame_mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
}
glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
// INTEL workaround.
diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h
index 797965925..4107e10a9 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.h
+++ b/src/video_core/renderer_opengl/renderer_opengl.h
@@ -50,6 +50,8 @@ struct PresentationTexture {
OGLTexture texture;
};
+class FrameMailbox;
+
class RendererOpenGL final : public VideoCore::RendererBase {
public:
explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system);
@@ -111,6 +113,9 @@ private:
/// Represents if the final render frame is sRGB
bool is_srgb{};
+
+ /// Frame presentation mailbox
+ std::unique_ptr<FrameMailbox> frame_mailbox;
};
} // namespace OpenGL