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

@@ -19,7 +19,8 @@
#include "xenia/gpu/gl4/gl4_gpu_flags.h"
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/tracing.h"
#include "xenia/ui/gl/gl_profiler_display.h"
#include "xenia/profiling.h"
#include "xenia/ui/window.h"
namespace xe {
namespace gpu {
@@ -47,6 +48,14 @@ std::unique_ptr<GraphicsSystem> GL4GraphicsSystem::Create(Emulator* emulator) {
return std::make_unique<GL4GraphicsSystem>(emulator);
}
std::unique_ptr<ui::GraphicsContext> GL4GraphicsSystem::CreateContext(
ui::Window* target_window) {
// Setup the GL control that actually does the drawing.
// We run here in the loop and only touch it (and its context) on this
// thread. That means some sync-fu when we want to swap.
return xe::ui::gl::GLContext::Create(target_window);
}
GL4GraphicsSystem::GL4GraphicsSystem(Emulator* emulator)
: GraphicsSystem(emulator), worker_running_(false) {}
@@ -54,38 +63,36 @@ GL4GraphicsSystem::~GL4GraphicsSystem() = default;
X_STATUS GL4GraphicsSystem::Setup(cpu::Processor* processor,
ui::Loop* target_loop,
ui::PlatformWindow* target_window) {
ui::Window* target_window) {
auto result = GraphicsSystem::Setup(processor, target_loop, target_window);
if (result) {
return result;
}
display_context_ =
reinterpret_cast<xe::ui::gl::GLContext*>(target_window->context());
// Watch for paint requests to do our swap.
target_window->on_painting.AddListener(
[this](xe::ui::UIEvent& e) { Swap(e); });
// Create rendering control.
// This must happen on the UI thread.
xe::threading::Fence control_ready_fence;
std::unique_ptr<xe::ui::gl::GLContext> processor_context;
target_loop_->Post([&]() {
// Setup the GL control that actually does the drawing.
// We run here in the loop and only touch it (and its context) on this
// thread. That means some sync-fu when we want to swap.
control_ = std::make_unique<xe::ui::gl::WGLControl>(target_loop_);
target_window_->AddChild(control_.get());
std::unique_ptr<xe::ui::GraphicsContext> processor_context;
target_loop_->PostSynchronous([&]() {
// Setup the GL context the command processor will do all its drawing in.
// It's shared with the control context so that we can resolve framebuffers
// It's shared with the display context so that we can resolve framebuffers
// from it.
processor_context = control_->context()->CreateShared();
{
xe::ui::gl::GLContextLock context_lock(control_->context());
auto profiler_display =
std::make_unique<xe::ui::gl::GLProfilerDisplay>(control_.get());
Profiler::set_display(std::move(profiler_display));
}
control_ready_fence.Signal();
processor_context = display_context_->CreateShared();
processor_context->ClearCurrent();
});
control_ready_fence.Wait();
if (!processor_context) {
XEFATAL(
"Unable to initialize GL context. Xenia requires OpenGL 4.5. Ensure "
"you have the latest drivers for your GPU and that it supports OpenGL "
"4.5. See http://xenia.jp/faq/ for more information.");
return X_STATUS_UNSUCCESSFUL;
}
// Create command processor. This will spin up a thread to process all
// incoming ringbuffer packets.
@@ -94,8 +101,8 @@ X_STATUS GL4GraphicsSystem::Setup(cpu::Processor* processor,
XELOGE("Unable to initialize command processor");
return X_STATUS_UNSUCCESSFUL;
}
command_processor_->set_swap_handler(
[this](const SwapParameters& swap_params) { SwapHandler(swap_params); });
command_processor_->set_swap_request_handler(
[this]() { target_window_->Invalidate(); });
// Let the processor know we want register access callbacks.
memory_->AddVirtualMappedRange(
@@ -144,7 +151,6 @@ void GL4GraphicsSystem::Shutdown() {
// TODO(benvanik): remove mapped range.
command_processor_.reset();
control_.reset();
GraphicsSystem::Shutdown();
}
@@ -159,10 +165,6 @@ void GL4GraphicsSystem::EnableReadPointerWriteBack(uint32_t ptr,
command_processor_->EnableReadPointerWriteBack(ptr, block_size);
}
void GL4GraphicsSystem::RequestSwap() {
command_processor_->CallInThread([&]() { command_processor_->IssueSwap(); });
}
void GL4GraphicsSystem::RequestFrameTrace() {
command_processor_->RequestFrameTrace(xe::to_wstring(FLAGS_trace_gpu_prefix));
}
@@ -268,6 +270,7 @@ void GL4GraphicsSystem::PlayTrace(const uint8_t* trace_data, size_t trace_size,
}
command_processor_->set_swap_mode(SwapMode::kNormal);
command_processor_->IssueSwap(1280, 720);
});
}
@@ -288,22 +291,29 @@ void GL4GraphicsSystem::MarkVblank() {
DispatchInterruptCallback(0, 2);
}
void GL4GraphicsSystem::SwapHandler(const SwapParameters& swap_params) {
SCOPE_profile_cpu_f("gpu");
// Swap requested. Synchronously post a request to the loop so that
// 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) {