Massive refactoring of xenia::ui and GL swap behavior.
This seems to dramatically improve most games (especially with --vsync=false), though it may cause swap issues with others. New code should be easier to port, and enables elemental-forms to be drawn for any emulator UI.
This commit is contained in:
@@ -71,8 +71,6 @@ CommandProcessor::CommandProcessor(GL4GraphicsSystem* graphics_system)
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active_pixel_shader_(nullptr),
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active_framebuffer_(nullptr),
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last_framebuffer_texture_(0),
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last_swap_width_(0),
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last_swap_height_(0),
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point_list_geometry_program_(0),
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rect_list_geometry_program_(0),
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quad_list_geometry_program_(0),
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@@ -83,7 +81,7 @@ CommandProcessor::CommandProcessor(GL4GraphicsSystem* graphics_system)
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CommandProcessor::~CommandProcessor() { CloseHandle(write_ptr_index_event_); }
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bool CommandProcessor::Initialize(
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std::unique_ptr<xe::ui::gl::GLContext> context) {
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std::unique_ptr<xe::ui::GraphicsContext> context) {
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context_ = std::move(context);
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worker_running_ = true;
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@@ -197,7 +195,7 @@ void CommandProcessor::WorkerThreadMain() {
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// We've run out of commands to execute.
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// We spin here waiting for new ones, as the overhead of waiting on our
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// event is too high.
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// PrepareForWait();
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PrepareForWait();
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do {
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// TODO(benvanik): if we go longer than Nms, switch to waiting?
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// It'll keep us from burning power.
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@@ -209,7 +207,7 @@ void CommandProcessor::WorkerThreadMain() {
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} while (worker_running_ && pending_fns_.empty() &&
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(write_ptr_index == 0xBAADF00D ||
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read_ptr_index_ == write_ptr_index));
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// ReturnFromWait();
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ReturnFromWait();
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if (!worker_running_ || !pending_fns_.empty()) {
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continue;
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}
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@@ -576,18 +574,50 @@ void CommandProcessor::ReturnFromWait() {
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}
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}
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void CommandProcessor::IssueSwap() {
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IssueSwap(last_swap_width_, last_swap_height_);
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}
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void CommandProcessor::IssueSwap(uint32_t frontbuffer_width,
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uint32_t frontbuffer_height) {
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if (!swap_handler_) {
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SCOPE_profile_cpu_f("gpu");
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if (!swap_request_handler_) {
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return;
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}
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auto& regs = *register_file_;
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SwapParameters swap_params;
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// If there was a swap pending we drop it on the floor.
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// This prevents the display from pulling the backbuffer out from under us.
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// If we skip a lot then we may need to buffer more, but as the display
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// thread should be fairly idle that shouldn't happen.
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if (!FLAGS_vsync) {
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std::lock_guard<xe::mutex> lock(swap_state_.mutex);
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if (swap_state_.pending) {
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swap_state_.pending = false;
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// TODO(benvanik): frame skip counter.
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XELOGW("Skipped frame!");
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}
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} else {
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// Spin until no more pending swap.
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while (true) {
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{
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std::lock_guard<xe::mutex> lock(swap_state_.mutex);
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if (!swap_state_.pending) {
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break;
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}
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}
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xe::threading::MaybeYield();
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}
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}
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// One-time initialization.
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// TODO(benvanik): move someplace more sane?
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if (!swap_state_.front_buffer_texture) {
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std::lock_guard<xe::mutex> lock(swap_state_.mutex);
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swap_state_.width = frontbuffer_width;
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swap_state_.height = frontbuffer_height;
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glCreateTextures(GL_TEXTURE_2D, 1, &swap_state_.front_buffer_texture);
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glCreateTextures(GL_TEXTURE_2D, 1, &swap_state_.back_buffer_texture);
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glTextureStorage2D(swap_state_.front_buffer_texture, 1, GL_RGBA8,
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swap_state_.width, swap_state_.height);
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glTextureStorage2D(swap_state_.back_buffer_texture, 1, GL_RGBA8,
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swap_state_.width, swap_state_.height);
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}
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// Lookup the framebuffer in the recently-resolved list.
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// TODO(benvanik): make this much more sophisticated.
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@@ -595,20 +625,34 @@ void CommandProcessor::IssueSwap(uint32_t frontbuffer_width,
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// TODO(benvanik): handle dirty cases (resolved to sysmem, touched).
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// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// HACK: just use whatever our current framebuffer is.
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swap_params.framebuffer_texture = last_framebuffer_texture_;
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/*swap_params.framebuffer_texture = active_framebuffer_
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GLuint framebuffer_texture = last_framebuffer_texture_;
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/*GLuint framebuffer_texture = active_framebuffer_
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? active_framebuffer_->color_targets[0]
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: last_framebuffer_texture_;*/
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// Frontbuffer dimensions, if valid.
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swap_params.x = 0;
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swap_params.y = 0;
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swap_params.width = frontbuffer_width ? frontbuffer_width : 1280;
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swap_params.height = frontbuffer_height ? frontbuffer_height : 720;
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// Copy the the given framebuffer to the current backbuffer.
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Rect2D src_rect(0, 0, frontbuffer_width ? frontbuffer_width : 1280,
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frontbuffer_height ? frontbuffer_height : 720);
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Rect2D dest_rect(0, 0, swap_state_.width, swap_state_.height);
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reinterpret_cast<xe::ui::gl::GLContext*>(context_.get())
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->blitter()
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->CopyColorTexture2D(framebuffer_texture, src_rect,
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swap_state_.back_buffer_texture, dest_rect,
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GL_LINEAR);
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PrepareForWait();
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swap_handler_(swap_params);
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ReturnFromWait();
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// Need to finish to be sure the other context sees the right data.
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// TODO(benvanik): prevent this? fences?
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glFinish();
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{
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// Set pending so that the display will swap the next time it can.
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std::lock_guard<xe::mutex> lock(swap_state_.mutex);
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swap_state_.pending = true;
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}
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// Notify the display a swap is pending so that our changes are picked up.
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// It does the actual front/back buffer swap.
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swap_request_handler_();
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// Remove any dead textures, etc.
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texture_cache_.Scavenge();
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@@ -964,8 +1008,6 @@ bool CommandProcessor::ExecutePacketType3_XE_SWAP(RingbufferReader* reader,
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uint32_t frontbuffer_width = reader->Read();
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uint32_t frontbuffer_height = reader->Read();
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reader->Advance(count - 4);
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last_swap_width_ = frontbuffer_width;
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last_swap_height_ = frontbuffer_height;
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// Ensure we issue any pending draws.
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draw_batcher_.Flush(DrawBatcher::FlushMode::kMakeCoherent);
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@@ -2757,6 +2799,8 @@ bool CommandProcessor::IssueCopy() {
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// TODO(benvanik): copy to staging texture then PBO back?
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void* ptr = memory_->TranslatePhysical(copy_dest_base);
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auto blitter = static_cast<xe::ui::gl::GLContext*>(context_.get())->blitter();
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// Make active so glReadPixels reads from us.
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switch (copy_command) {
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case CopyCommand::kRaw: {
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@@ -2766,8 +2810,8 @@ bool CommandProcessor::IssueCopy() {
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// Source from a bound render target.
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// TODO(benvanik): RAW copy.
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last_framebuffer_texture_ = texture_cache_.CopyTexture(
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context_->blitter(), copy_dest_base, dest_logical_width,
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dest_logical_height, dest_block_width, dest_block_height,
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blitter, copy_dest_base, dest_logical_width, dest_logical_height,
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dest_block_width, dest_block_height,
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ColorFormatToTextureFormat(copy_dest_format),
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copy_dest_swap ? true : false, color_targets[copy_src_select],
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src_rect, dest_rect);
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@@ -2777,11 +2821,10 @@ bool CommandProcessor::IssueCopy() {
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} else {
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// Source from the bound depth/stencil target.
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// TODO(benvanik): RAW copy.
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texture_cache_.CopyTexture(context_->blitter(), copy_dest_base,
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dest_logical_width, dest_logical_height,
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dest_block_width, dest_block_height,
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src_format, copy_dest_swap ? true : false,
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depth_target, src_rect, dest_rect);
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texture_cache_.CopyTexture(
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blitter, copy_dest_base, dest_logical_width, dest_logical_height,
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dest_block_width, dest_block_height, src_format,
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copy_dest_swap ? true : false, depth_target, src_rect, dest_rect);
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if (!FLAGS_disable_framebuffer_readback) {
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// glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr);
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}
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@@ -2794,8 +2837,8 @@ bool CommandProcessor::IssueCopy() {
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// Either copy the readbuffer into an existing texture or create a new
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// one in the cache so we can service future upload requests.
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last_framebuffer_texture_ = texture_cache_.ConvertTexture(
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context_->blitter(), copy_dest_base, dest_logical_width,
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dest_logical_height, dest_block_width, dest_block_height,
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blitter, copy_dest_base, dest_logical_width, dest_logical_height,
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dest_block_width, dest_block_height,
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ColorFormatToTextureFormat(copy_dest_format),
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copy_dest_swap ? true : false, color_targets[copy_src_select],
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src_rect, dest_rect);
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@@ -2804,11 +2847,10 @@ bool CommandProcessor::IssueCopy() {
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}
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} else {
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// Source from the bound depth/stencil target.
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texture_cache_.ConvertTexture(context_->blitter(), copy_dest_base,
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dest_logical_width, dest_logical_height,
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dest_block_width, dest_block_height,
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src_format, copy_dest_swap ? true : false,
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depth_target, src_rect, dest_rect);
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texture_cache_.ConvertTexture(
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blitter, copy_dest_base, dest_logical_width, dest_logical_height,
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dest_block_width, dest_block_height, src_format,
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copy_dest_swap ? true : false, depth_target, src_rect, dest_rect);
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if (!FLAGS_disable_framebuffer_readback) {
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// glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr);
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}
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@@ -42,13 +42,18 @@ namespace gl4 {
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class GL4GraphicsSystem;
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struct SwapParameters {
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uint32_t x;
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uint32_t y;
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uint32_t width;
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uint32_t height;
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GLuint framebuffer_texture;
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struct SwapState {
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// Lock must be held when changing data in this structure.
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xe::mutex mutex;
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// Dimensions of the framebuffer textures. Should match window size.
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uint32_t width = 0;
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uint32_t height = 0;
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// Current front buffer, being drawn to the screen.
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GLuint front_buffer_texture = 0;
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// Current back buffer, being updated by the CP.
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GLuint back_buffer_texture = 0;
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// Whether the back buffer is dirty and a swap is pending.
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bool pending = false;
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};
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enum class SwapMode {
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@@ -61,22 +66,23 @@ class CommandProcessor {
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CommandProcessor(GL4GraphicsSystem* graphics_system);
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~CommandProcessor();
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typedef std::function<void(const SwapParameters& params)> SwapHandler;
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void set_swap_handler(SwapHandler fn) { swap_handler_ = fn; }
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uint32_t counter() const { return counter_; }
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void increment_counter() { counter_++; }
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bool Initialize(std::unique_ptr<xe::ui::gl::GLContext> context);
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bool Initialize(std::unique_ptr<xe::ui::GraphicsContext> context);
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void Shutdown();
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void CallInThread(std::function<void()> fn);
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void ClearCaches();
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SwapState& swap_state() { return swap_state_; }
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void set_swap_mode(SwapMode swap_mode) { swap_mode_ = swap_mode; }
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void IssueSwap();
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void IssueSwap(uint32_t frontbuffer_width, uint32_t frontbuffer_height);
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void set_swap_request_handler(std::function<void()> fn) {
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swap_request_handler_ = fn;
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}
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void RequestFrameTrace(const std::wstring& root_path);
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void BeginTracing(const std::wstring& root_path);
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void EndTracing();
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@@ -238,11 +244,11 @@ class CommandProcessor {
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std::atomic<bool> worker_running_;
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kernel::object_ref<kernel::XHostThread> worker_thread_;
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std::unique_ptr<xe::ui::gl::GLContext> context_;
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SwapHandler swap_handler_;
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std::queue<std::function<void()>> pending_fns_;
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std::unique_ptr<xe::ui::GraphicsContext> context_;
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SwapMode swap_mode_;
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SwapState swap_state_;
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std::function<void()> swap_request_handler_;
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std::queue<std::function<void()>> pending_fns_;
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uint32_t counter_;
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@@ -266,8 +272,6 @@ class CommandProcessor {
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GL4Shader* active_pixel_shader_;
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CachedFramebuffer* active_framebuffer_;
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GLuint last_framebuffer_texture_;
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uint32_t last_swap_width_;
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uint32_t last_swap_height_;
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std::vector<CachedFramebuffer> cached_framebuffers_;
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std::vector<CachedColorRenderTarget> cached_color_render_targets_;
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@@ -19,7 +19,8 @@
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#include "xenia/gpu/gl4/gl4_gpu_flags.h"
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#include "xenia/gpu/gpu_flags.h"
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#include "xenia/gpu/tracing.h"
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#include "xenia/ui/gl/gl_profiler_display.h"
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#include "xenia/profiling.h"
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#include "xenia/ui/window.h"
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namespace xe {
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namespace gpu {
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@@ -47,6 +48,14 @@ std::unique_ptr<GraphicsSystem> GL4GraphicsSystem::Create(Emulator* emulator) {
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return std::make_unique<GL4GraphicsSystem>(emulator);
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}
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std::unique_ptr<ui::GraphicsContext> GL4GraphicsSystem::CreateContext(
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ui::Window* target_window) {
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// Setup the GL control that actually does the drawing.
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// We run here in the loop and only touch it (and its context) on this
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// thread. That means some sync-fu when we want to swap.
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return xe::ui::gl::GLContext::Create(target_window);
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}
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GL4GraphicsSystem::GL4GraphicsSystem(Emulator* emulator)
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: GraphicsSystem(emulator), worker_running_(false) {}
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@@ -54,38 +63,36 @@ GL4GraphicsSystem::~GL4GraphicsSystem() = default;
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X_STATUS GL4GraphicsSystem::Setup(cpu::Processor* processor,
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ui::Loop* target_loop,
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ui::PlatformWindow* target_window) {
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ui::Window* target_window) {
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auto result = GraphicsSystem::Setup(processor, target_loop, target_window);
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if (result) {
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return result;
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}
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display_context_ =
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reinterpret_cast<xe::ui::gl::GLContext*>(target_window->context());
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// Watch for paint requests to do our swap.
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target_window->on_painting.AddListener(
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[this](xe::ui::UIEvent& e) { Swap(e); });
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// Create rendering control.
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// This must happen on the UI thread.
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xe::threading::Fence control_ready_fence;
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std::unique_ptr<xe::ui::gl::GLContext> processor_context;
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target_loop_->Post([&]() {
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// Setup the GL control that actually does the drawing.
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// We run here in the loop and only touch it (and its context) on this
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// thread. That means some sync-fu when we want to swap.
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control_ = std::make_unique<xe::ui::gl::WGLControl>(target_loop_);
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target_window_->AddChild(control_.get());
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std::unique_ptr<xe::ui::GraphicsContext> processor_context;
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target_loop_->PostSynchronous([&]() {
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// Setup the GL context the command processor will do all its drawing in.
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// It's shared with the control context so that we can resolve framebuffers
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// It's shared with the display context so that we can resolve framebuffers
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// from it.
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processor_context = control_->context()->CreateShared();
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{
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xe::ui::gl::GLContextLock context_lock(control_->context());
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auto profiler_display =
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std::make_unique<xe::ui::gl::GLProfilerDisplay>(control_.get());
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Profiler::set_display(std::move(profiler_display));
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}
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control_ready_fence.Signal();
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processor_context = display_context_->CreateShared();
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processor_context->ClearCurrent();
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});
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control_ready_fence.Wait();
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if (!processor_context) {
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XEFATAL(
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"Unable to initialize GL context. Xenia requires OpenGL 4.5. Ensure "
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"you have the latest drivers for your GPU and that it supports OpenGL "
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"4.5. See http://xenia.jp/faq/ for more information.");
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return X_STATUS_UNSUCCESSFUL;
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}
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// Create command processor. This will spin up a thread to process all
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// incoming ringbuffer packets.
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@@ -94,8 +101,8 @@ X_STATUS GL4GraphicsSystem::Setup(cpu::Processor* processor,
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XELOGE("Unable to initialize command processor");
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return X_STATUS_UNSUCCESSFUL;
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}
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command_processor_->set_swap_handler(
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[this](const SwapParameters& swap_params) { SwapHandler(swap_params); });
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command_processor_->set_swap_request_handler(
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[this]() { target_window_->Invalidate(); });
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// Let the processor know we want register access callbacks.
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memory_->AddVirtualMappedRange(
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@@ -144,7 +151,6 @@ void GL4GraphicsSystem::Shutdown() {
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// TODO(benvanik): remove mapped range.
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command_processor_.reset();
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control_.reset();
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GraphicsSystem::Shutdown();
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}
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@@ -159,10 +165,6 @@ void GL4GraphicsSystem::EnableReadPointerWriteBack(uint32_t ptr,
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command_processor_->EnableReadPointerWriteBack(ptr, block_size);
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}
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void GL4GraphicsSystem::RequestSwap() {
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command_processor_->CallInThread([&]() { command_processor_->IssueSwap(); });
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}
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void GL4GraphicsSystem::RequestFrameTrace() {
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command_processor_->RequestFrameTrace(xe::to_wstring(FLAGS_trace_gpu_prefix));
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}
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@@ -268,6 +270,7 @@ void GL4GraphicsSystem::PlayTrace(const uint8_t* trace_data, size_t trace_size,
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}
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command_processor_->set_swap_mode(SwapMode::kNormal);
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command_processor_->IssueSwap(1280, 720);
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});
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}
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@@ -288,22 +291,29 @@ void GL4GraphicsSystem::MarkVblank() {
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DispatchInterruptCallback(0, 2);
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}
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void GL4GraphicsSystem::SwapHandler(const SwapParameters& swap_params) {
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SCOPE_profile_cpu_f("gpu");
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// Swap requested. Synchronously post a request to the loop so that
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// we do the swap in the right thread.
|
||||
control_->SynchronousRepaint([this, swap_params]() {
|
||||
if (!swap_params.framebuffer_texture) {
|
||||
// no-op.
|
||||
return;
|
||||
void GL4GraphicsSystem::Swap(xe::ui::UIEvent& e) {
|
||||
// Check for pending swap.
|
||||
auto& swap_state = command_processor_->swap_state();
|
||||
{
|
||||
std::lock_guard<xe::mutex> lock(swap_state.mutex);
|
||||
if (swap_state.pending) {
|
||||
swap_state.pending = false;
|
||||
std::swap(swap_state.front_buffer_texture,
|
||||
swap_state.back_buffer_texture);
|
||||
}
|
||||
Rect2D src_rect(swap_params.x, swap_params.y, swap_params.width,
|
||||
swap_params.height);
|
||||
Rect2D dest_rect(0, 0, control_->width(), control_->height());
|
||||
control_->context()->blitter()->BlitTexture2D(
|
||||
swap_params.framebuffer_texture, src_rect, dest_rect, GL_LINEAR);
|
||||
});
|
||||
}
|
||||
|
||||
if (!swap_state.front_buffer_texture) {
|
||||
// Not yet ready.
|
||||
return;
|
||||
}
|
||||
|
||||
// Blit the frontbuffer.
|
||||
display_context_->blitter()->BlitTexture2D(
|
||||
swap_state.front_buffer_texture,
|
||||
Rect2D(0, 0, swap_state.width, swap_state.height),
|
||||
Rect2D(0, 0, target_window_->width(), target_window_->height()),
|
||||
GL_LINEAR);
|
||||
}
|
||||
|
||||
uint64_t GL4GraphicsSystem::ReadRegister(uint32_t addr) {
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
#include "xenia/gpu/graphics_system.h"
|
||||
#include "xenia/gpu/register_file.h"
|
||||
#include "xenia/kernel/objects/xthread.h"
|
||||
#include "xenia/ui/gl/wgl_control.h"
|
||||
#include "xenia/ui/gl/gl_context.h"
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
@@ -28,9 +28,11 @@ class GL4GraphicsSystem : public GraphicsSystem {
|
||||
~GL4GraphicsSystem() override;
|
||||
|
||||
static std::unique_ptr<GraphicsSystem> Create(Emulator* emulator);
|
||||
std::unique_ptr<ui::GraphicsContext> CreateContext(
|
||||
ui::Window* target_window) override;
|
||||
|
||||
X_STATUS Setup(cpu::Processor* processor, ui::Loop* target_loop,
|
||||
ui::PlatformWindow* target_window) override;
|
||||
ui::Window* target_window) override;
|
||||
void Shutdown() override;
|
||||
|
||||
RegisterFile* register_file() { return ®ister_file_; }
|
||||
@@ -41,8 +43,6 @@ class GL4GraphicsSystem : public GraphicsSystem {
|
||||
void InitializeRingBuffer(uint32_t ptr, uint32_t page_count) override;
|
||||
void EnableReadPointerWriteBack(uint32_t ptr, uint32_t block_size) override;
|
||||
|
||||
void RequestSwap() override;
|
||||
|
||||
void RequestFrameTrace() override;
|
||||
void BeginTracing() override;
|
||||
void EndTracing() override;
|
||||
@@ -52,7 +52,7 @@ class GL4GraphicsSystem : public GraphicsSystem {
|
||||
|
||||
private:
|
||||
void MarkVblank();
|
||||
void SwapHandler(const SwapParameters& swap_params);
|
||||
void Swap(xe::ui::UIEvent& e);
|
||||
uint64_t ReadRegister(uint32_t addr);
|
||||
void WriteRegister(uint32_t addr, uint64_t value);
|
||||
|
||||
@@ -67,7 +67,8 @@ class GL4GraphicsSystem : public GraphicsSystem {
|
||||
|
||||
RegisterFile register_file_;
|
||||
std::unique_ptr<CommandProcessor> command_processor_;
|
||||
std::unique_ptr<xe::ui::gl::WGLControl> control_;
|
||||
|
||||
xe::ui::gl::GLContext* display_context_ = nullptr;
|
||||
|
||||
std::atomic<bool> worker_running_;
|
||||
kernel::object_ref<kernel::XHostThread> worker_thread_;
|
||||
|
||||
Reference in New Issue
Block a user