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:
Ben Vanik
2015-07-12 22:03:47 -07:00
parent e69c7b00a8
commit 15c17459be
61 changed files with 1994 additions and 2623 deletions

View File

@@ -71,8 +71,6 @@ CommandProcessor::CommandProcessor(GL4GraphicsSystem* graphics_system)
active_pixel_shader_(nullptr),
active_framebuffer_(nullptr),
last_framebuffer_texture_(0),
last_swap_width_(0),
last_swap_height_(0),
point_list_geometry_program_(0),
rect_list_geometry_program_(0),
quad_list_geometry_program_(0),
@@ -83,7 +81,7 @@ CommandProcessor::CommandProcessor(GL4GraphicsSystem* graphics_system)
CommandProcessor::~CommandProcessor() { CloseHandle(write_ptr_index_event_); }
bool CommandProcessor::Initialize(
std::unique_ptr<xe::ui::gl::GLContext> context) {
std::unique_ptr<xe::ui::GraphicsContext> context) {
context_ = std::move(context);
worker_running_ = true;
@@ -197,7 +195,7 @@ void CommandProcessor::WorkerThreadMain() {
// We've run out of commands to execute.
// We spin here waiting for new ones, as the overhead of waiting on our
// event is too high.
// PrepareForWait();
PrepareForWait();
do {
// TODO(benvanik): if we go longer than Nms, switch to waiting?
// It'll keep us from burning power.
@@ -209,7 +207,7 @@ void CommandProcessor::WorkerThreadMain() {
} while (worker_running_ && pending_fns_.empty() &&
(write_ptr_index == 0xBAADF00D ||
read_ptr_index_ == write_ptr_index));
// ReturnFromWait();
ReturnFromWait();
if (!worker_running_ || !pending_fns_.empty()) {
continue;
}
@@ -576,18 +574,50 @@ void CommandProcessor::ReturnFromWait() {
}
}
void CommandProcessor::IssueSwap() {
IssueSwap(last_swap_width_, last_swap_height_);
}
void CommandProcessor::IssueSwap(uint32_t frontbuffer_width,
uint32_t frontbuffer_height) {
if (!swap_handler_) {
SCOPE_profile_cpu_f("gpu");
if (!swap_request_handler_) {
return;
}
auto& regs = *register_file_;
SwapParameters swap_params;
// If there was a swap pending we drop it on the floor.
// This prevents the display from pulling the backbuffer out from under us.
// If we skip a lot then we may need to buffer more, but as the display
// thread should be fairly idle that shouldn't happen.
if (!FLAGS_vsync) {
std::lock_guard<xe::mutex> lock(swap_state_.mutex);
if (swap_state_.pending) {
swap_state_.pending = false;
// TODO(benvanik): frame skip counter.
XELOGW("Skipped frame!");
}
} else {
// Spin until no more pending swap.
while (true) {
{
std::lock_guard<xe::mutex> lock(swap_state_.mutex);
if (!swap_state_.pending) {
break;
}
}
xe::threading::MaybeYield();
}
}
// One-time initialization.
// TODO(benvanik): move someplace more sane?
if (!swap_state_.front_buffer_texture) {
std::lock_guard<xe::mutex> lock(swap_state_.mutex);
swap_state_.width = frontbuffer_width;
swap_state_.height = frontbuffer_height;
glCreateTextures(GL_TEXTURE_2D, 1, &swap_state_.front_buffer_texture);
glCreateTextures(GL_TEXTURE_2D, 1, &swap_state_.back_buffer_texture);
glTextureStorage2D(swap_state_.front_buffer_texture, 1, GL_RGBA8,
swap_state_.width, swap_state_.height);
glTextureStorage2D(swap_state_.back_buffer_texture, 1, GL_RGBA8,
swap_state_.width, swap_state_.height);
}
// Lookup the framebuffer in the recently-resolved list.
// TODO(benvanik): make this much more sophisticated.
@@ -595,20 +625,34 @@ void CommandProcessor::IssueSwap(uint32_t frontbuffer_width,
// TODO(benvanik): handle dirty cases (resolved to sysmem, touched).
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// HACK: just use whatever our current framebuffer is.
swap_params.framebuffer_texture = last_framebuffer_texture_;
/*swap_params.framebuffer_texture = active_framebuffer_
GLuint framebuffer_texture = last_framebuffer_texture_;
/*GLuint framebuffer_texture = active_framebuffer_
? active_framebuffer_->color_targets[0]
: last_framebuffer_texture_;*/
// Frontbuffer dimensions, if valid.
swap_params.x = 0;
swap_params.y = 0;
swap_params.width = frontbuffer_width ? frontbuffer_width : 1280;
swap_params.height = frontbuffer_height ? frontbuffer_height : 720;
// Copy the the given framebuffer to the current backbuffer.
Rect2D src_rect(0, 0, frontbuffer_width ? frontbuffer_width : 1280,
frontbuffer_height ? frontbuffer_height : 720);
Rect2D dest_rect(0, 0, swap_state_.width, swap_state_.height);
reinterpret_cast<xe::ui::gl::GLContext*>(context_.get())
->blitter()
->CopyColorTexture2D(framebuffer_texture, src_rect,
swap_state_.back_buffer_texture, dest_rect,
GL_LINEAR);
PrepareForWait();
swap_handler_(swap_params);
ReturnFromWait();
// Need to finish to be sure the other context sees the right data.
// TODO(benvanik): prevent this? fences?
glFinish();
{
// Set pending so that the display will swap the next time it can.
std::lock_guard<xe::mutex> lock(swap_state_.mutex);
swap_state_.pending = true;
}
// Notify the display a swap is pending so that our changes are picked up.
// It does the actual front/back buffer swap.
swap_request_handler_();
// Remove any dead textures, etc.
texture_cache_.Scavenge();
@@ -964,8 +1008,6 @@ bool CommandProcessor::ExecutePacketType3_XE_SWAP(RingbufferReader* reader,
uint32_t frontbuffer_width = reader->Read();
uint32_t frontbuffer_height = reader->Read();
reader->Advance(count - 4);
last_swap_width_ = frontbuffer_width;
last_swap_height_ = frontbuffer_height;
// Ensure we issue any pending draws.
draw_batcher_.Flush(DrawBatcher::FlushMode::kMakeCoherent);
@@ -2757,6 +2799,8 @@ bool CommandProcessor::IssueCopy() {
// TODO(benvanik): copy to staging texture then PBO back?
void* ptr = memory_->TranslatePhysical(copy_dest_base);
auto blitter = static_cast<xe::ui::gl::GLContext*>(context_.get())->blitter();
// Make active so glReadPixels reads from us.
switch (copy_command) {
case CopyCommand::kRaw: {
@@ -2766,8 +2810,8 @@ bool CommandProcessor::IssueCopy() {
// Source from a bound render target.
// TODO(benvanik): RAW copy.
last_framebuffer_texture_ = texture_cache_.CopyTexture(
context_->blitter(), copy_dest_base, dest_logical_width,
dest_logical_height, dest_block_width, dest_block_height,
blitter, copy_dest_base, dest_logical_width, dest_logical_height,
dest_block_width, dest_block_height,
ColorFormatToTextureFormat(copy_dest_format),
copy_dest_swap ? true : false, color_targets[copy_src_select],
src_rect, dest_rect);
@@ -2777,11 +2821,10 @@ bool CommandProcessor::IssueCopy() {
} else {
// Source from the bound depth/stencil target.
// TODO(benvanik): RAW copy.
texture_cache_.CopyTexture(context_->blitter(), copy_dest_base,
dest_logical_width, dest_logical_height,
dest_block_width, dest_block_height,
src_format, copy_dest_swap ? true : false,
depth_target, src_rect, dest_rect);
texture_cache_.CopyTexture(
blitter, copy_dest_base, dest_logical_width, dest_logical_height,
dest_block_width, dest_block_height, src_format,
copy_dest_swap ? true : false, depth_target, src_rect, dest_rect);
if (!FLAGS_disable_framebuffer_readback) {
// glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr);
}
@@ -2794,8 +2837,8 @@ bool CommandProcessor::IssueCopy() {
// Either copy the readbuffer into an existing texture or create a new
// one in the cache so we can service future upload requests.
last_framebuffer_texture_ = texture_cache_.ConvertTexture(
context_->blitter(), copy_dest_base, dest_logical_width,
dest_logical_height, dest_block_width, dest_block_height,
blitter, copy_dest_base, dest_logical_width, dest_logical_height,
dest_block_width, dest_block_height,
ColorFormatToTextureFormat(copy_dest_format),
copy_dest_swap ? true : false, color_targets[copy_src_select],
src_rect, dest_rect);
@@ -2804,11 +2847,10 @@ bool CommandProcessor::IssueCopy() {
}
} else {
// Source from the bound depth/stencil target.
texture_cache_.ConvertTexture(context_->blitter(), copy_dest_base,
dest_logical_width, dest_logical_height,
dest_block_width, dest_block_height,
src_format, copy_dest_swap ? true : false,
depth_target, src_rect, dest_rect);
texture_cache_.ConvertTexture(
blitter, copy_dest_base, dest_logical_width, dest_logical_height,
dest_block_width, dest_block_height, src_format,
copy_dest_swap ? true : false, depth_target, src_rect, dest_rect);
if (!FLAGS_disable_framebuffer_readback) {
// glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr);
}