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Diffstat (limited to 'src/video_core/renderer_opengl/renderer_opengl.cpp')
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp288
1 files changed, 22 insertions, 266 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index a4c5b8f74..2ccca1993 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -32,20 +32,6 @@ namespace OpenGL {
namespace {
-constexpr std::size_t SWAP_CHAIN_SIZE = 3;
-
-struct Frame {
- u32 width{}; /// Width of the frame (to detect resize)
- u32 height{}; /// Height of the frame
- 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
- 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
-};
-
constexpr GLint PositionLocation = 0;
constexpr GLint TexCoordLocation = 1;
constexpr GLint ModelViewMatrixLocation = 0;
@@ -58,24 +44,6 @@ struct ScreenRectVertex {
std::array<GLfloat, 2> tex_coord;
};
-/// Returns true if any debug tool is attached
-bool HasDebugTool() {
- const bool nsight = std::getenv("NVTX_INJECTION64_PATH") || std::getenv("NSIGHT_LAUNCHED");
- if (nsight) {
- return true;
- }
-
- GLint num_extensions;
- glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
- for (GLuint index = 0; index < static_cast<GLuint>(num_extensions); ++index) {
- const auto name = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, index));
- if (!std::strcmp(name, "GL_EXT_debug_tool")) {
- return true;
- }
- }
- return false;
-}
-
/**
* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
* corner and (width, height) on the lower-bottom.
@@ -159,135 +127,15 @@ void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severit
} // Anonymous namespace
-/**
- * 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<Frame, SWAP_CHAIN_SIZE> swap_chain{};
- std::queue<Frame*> free_queue;
- std::deque<Frame*> present_queue;
- Frame* previous_frame{};
-
- FrameMailbox() {
- for (auto& frame : swap_chain) {
- free_queue.push(&frame);
- }
- }
-
- ~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<Frame*>().swap(free_queue);
- present_queue.clear();
- present_cv.notify_all();
- }
-
- void ReloadPresentFrame(Frame* frame, u32 height, u32 width) {
- 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(Frame* frame, u32 width, u32 height) {
- // Recreate the color texture attachment
- frame->color.Release();
- frame->color.Create();
- const GLenum internal_format = frame->is_srgb ? GL_SRGB8 : GL_RGB8;
- glNamedRenderbufferStorage(frame->color.handle, internal_format, width, height);
-
- // Recreate the FBO for the render target
- frame->render.Release();
- frame->render.Create();
- glBindFramebuffer(GL_FRAMEBUFFER, frame->render.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 render FBO!");
- }
-
- frame->width = width;
- frame->height = height;
- frame->color_reloaded = true;
- }
-
- Frame* GetRenderFrame() {
- std::unique_lock 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;
- }
-
- Frame* frame = free_queue.front();
- free_queue.pop();
- return frame;
- }
-
- void ReleaseRenderFrame(Frame* frame) {
- std::unique_lock lock{swap_chain_lock};
- present_queue.push_front(frame);
- present_cv.notify_one();
- }
-
- Frame* TryGetPresentFrame(int timeout_ms) {
- std::unique_lock 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
- 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;
- }
-};
-
RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
Core::Frontend::EmuWindow& emu_window_,
Core::Memory::Memory& cpu_memory_, Tegra::GPU& gpu_,
std::unique_ptr<Core::Frontend::GraphicsContext> context)
: RendererBase{emu_window_, std::move(context)}, telemetry_session{telemetry_session_},
- emu_window{emu_window_}, cpu_memory{cpu_memory_}, gpu{gpu_}, program_manager{device},
- has_debug_tool{HasDebugTool()} {}
+ emu_window{emu_window_}, cpu_memory{cpu_memory_}, gpu{gpu_}, program_manager{device} {}
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) {
if (!framebuffer) {
return;
@@ -296,79 +144,34 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
PrepareRendertarget(framebuffer);
RenderScreenshot();
- Frame* frame;
- {
- MICROPROFILE_SCOPE(OpenGL_WaitPresent);
-
- frame = frame_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;
- }
- }
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ DrawScreen(emu_window.GetFramebufferLayout());
- {
- MICROPROFILE_SCOPE(OpenGL_RenderFrame);
- const auto& layout = render_window.GetFramebufferLayout();
+ ++m_current_frame;
- // Recreate the frame if the size of the window has changed
- if (layout.width != frame->width || layout.height != frame->height ||
- screen_info.display_srgb != frame->is_srgb) {
- LOG_DEBUG(Render_OpenGL, "Reloading render frame");
- frame->is_srgb = screen_info.display_srgb;
- frame_mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
- }
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frame->render.handle);
- 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();
- frame_mailbox->ReleaseRenderFrame(frame);
- m_current_frame++;
- rasterizer->TickFrame();
- }
+ rasterizer->TickFrame();
render_window.PollEvents();
- if (has_debug_tool) {
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- Present(0);
- context->SwapBuffers();
- }
+ context->SwapBuffers();
}
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) ||
- screen_info.texture.height != static_cast<GLsizei>(framebuffer->height) ||
- screen_info.texture.pixel_format != framebuffer->pixel_format ||
- gl_framebuffer_data.empty()) {
- // Reallocate texture if the framebuffer size has changed.
- // This is expected to not happen very often and hence should not be a
- // performance problem.
- ConfigureFramebufferTexture(screen_info.texture, *framebuffer);
- }
-
- // Load the framebuffer from memory, draw it to the screen, and swap buffers
- LoadFBToScreenInfo(*framebuffer);
+ if (!framebuffer) {
+ return;
+ }
+ // If framebuffer is provided, reload it from memory to a texture
+ if (screen_info.texture.width != static_cast<GLsizei>(framebuffer->width) ||
+ screen_info.texture.height != static_cast<GLsizei>(framebuffer->height) ||
+ screen_info.texture.pixel_format != framebuffer->pixel_format ||
+ gl_framebuffer_data.empty()) {
+ // Reallocate texture if the framebuffer size has changed.
+ // This is expected to not happen very often and hence should not be a
+ // performance problem.
+ ConfigureFramebufferTexture(screen_info.texture, *framebuffer);
}
+
+ // Load the framebuffer from memory, draw it to the screen, and swap buffers
+ LoadFBToScreenInfo(*framebuffer);
}
void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
@@ -418,8 +221,6 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color
}
void RendererOpenGL::InitOpenGLObjects() {
- frame_mailbox = std::make_unique<FrameMailbox>();
-
glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(),
Settings::values.bg_blue.GetValue(), 0.0f);
@@ -647,51 +448,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
program_manager.RestoreGuestPipeline();
}
-bool RendererOpenGL::TryPresent(int timeout_ms) {
- if (has_debug_tool) {
- LOG_DEBUG(Render_OpenGL,
- "Skipping presentation because we are presenting on the main context");
- return false;
- }
- return Present(timeout_ms);
-}
-
-bool RendererOpenGL::Present(int timeout_ms) {
- const auto& layout = render_window.GetFramebufferLayout();
- auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms);
- if (!frame) {
- LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
- return false;
- }
-
- // 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");
- frame_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);
- return true;
-}
-
void RendererOpenGL::RenderScreenshot() {
if (!renderer_settings.screenshot_requested) {
return;
@@ -706,7 +462,7 @@ void RendererOpenGL::RenderScreenshot() {
screenshot_framebuffer.Create();
glBindFramebuffer(GL_FRAMEBUFFER, screenshot_framebuffer.handle);
- Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout};
+ const Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout};
GLuint renderbuffer;
glGenRenderbuffers(1, &renderbuffer);