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renderer_opengl: Add texture mailbox support for presenter thread.

This commit is contained in:
bunnei 2020-02-17 14:31:14 -05:00
parent add2c38b73
commit dc672ca4b3
4 changed files with 270 additions and 36 deletions

View file

@ -29,6 +29,7 @@ enum class AspectRatio {
struct FramebufferLayout {
u32 width{ScreenUndocked::Width};
u32 height{ScreenUndocked::Height};
bool is_srgb{};
Common::Rectangle<u32> screen;

View file

@ -35,15 +35,19 @@ public:
explicit RendererBase(Core::Frontend::EmuWindow& window);
virtual ~RendererBase();
/// Swap buffers (render frame)
virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0;
/// Initialize the renderer
virtual bool Init() = 0;
/// Shutdown the renderer
virtual void ShutDown() = 0;
/// Finalize rendering the guest frame and draw into the presentation texture
virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0;
/// Draws the latest frame to the window waiting timeout_ms for a frame to arrive (Renderer
/// specific implementation)
virtual void TryPresent(int timeout_ms) = 0;
// Getter/setter functions:
// ------------------------

View file

@ -9,11 +9,11 @@
#include <glad/glad.h>
#include "common/assert.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "common/telemetry.h"
#include "core/core.h"
#include "core/core_timing.h"
#include "core/frontend/emu_window.h"
#include "core/frontend/scope_acquire_window_context.h"
#include "core/memory.h"
#include "core/perf_stats.h"
#include "core/settings.h"
@ -22,8 +22,145 @@
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
namespace Core::Frontend {
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)
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
};
} // 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 {
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{};
OGLTextureMailbox() {
for (auto& frame : swap_chain) {
free_queue.push(&frame);
}
}
~OGLTextureMailbox() override {
// 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);
present_queue.clear();
present_cv.notify_all();
}
void ReloadPresentFrame(Core::Frontend::Frame* frame, u32 height, u32 width) override {
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(Core::Frontend::Frame* frame, u32 width, u32 height) override {
OpenGLState prev_state = OpenGLState::GetCurState();
OpenGLState state = OpenGLState::GetCurState();
// Recreate the color texture attachment
frame->color.Release();
frame->color.Create();
state.renderbuffer = frame->color.handle;
state.Apply();
glRenderbufferStorage(GL_RENDERBUFFER, frame->is_srgb ? GL_SRGB8 : GL_RGB8, width, height);
// Recreate the FBO for the render target
frame->render.Release();
frame->render.Create();
state.draw.read_framebuffer = frame->render.handle;
state.draw.draw_framebuffer = frame->render.handle;
state.Apply();
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!");
}
prev_state.Apply();
frame->width = width;
frame->height = height;
frame->color_reloaded = true;
}
Core::Frontend::Frame* GetRenderFrame() override {
std::unique_lock<std::mutex> 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;
}
Core::Frontend::Frame* frame = free_queue.front();
free_queue.pop();
return frame;
}
void ReleaseRenderFrame(Core::Frontend::Frame* frame) override {
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 {
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),
[&] { 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
Core::Frontend::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;
}
};
namespace {
constexpr char vertex_shader[] = R"(
@ -158,16 +295,86 @@ 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} {}
: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {
emu_window.mailbox = std::make_unique<OGLTextureMailbox>();
}
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) {
render_window.PollEvents();
if (!framebuffer) {
return;
}
// Maintain the rasterizer's state as a priority
OpenGLState prev_state = OpenGLState::GetCurState();
state.AllDirty();
state.Apply();
PrepareRendertarget(framebuffer);
RenderScreenshot();
Core::Frontend::Frame* frame;
{
MICROPROFILE_SCOPE(OpenGL_WaitPresent);
frame = render_window.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;
}
}
{
MICROPROFILE_SCOPE(OpenGL_RenderFrame);
const auto& layout = render_window.GetFramebufferLayout();
// Recreate the frame if the size of the window has changed
if (layout.width != frame->width || layout.height != frame->height ||
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);
}
state.draw.draw_framebuffer = frame->render.handle;
state.Apply();
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();
render_window.mailbox->ReleaseRenderFrame(frame);
m_current_frame++;
rasterizer->TickFrame();
}
// Restore the rasterizer state
prev_state.AllDirty();
prev_state.Apply();
}
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) ||
@ -181,22 +388,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
// Load the framebuffer from memory, draw it to the screen, and swap buffers
LoadFBToScreenInfo(*framebuffer);
if (renderer_settings.screenshot_requested)
CaptureScreenshot();
DrawScreen(render_window.GetFramebufferLayout());
rasterizer->TickFrame();
render_window.SwapBuffers();
}
render_window.PollEvents();
// Restore the rasterizer state
prev_state.AllDirty();
prev_state.Apply();
}
void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
@ -418,13 +610,48 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
DrawScreenTriangles(screen_info, static_cast<float>(screen.left),
static_cast<float>(screen.top), static_cast<float>(screen.GetWidth()),
static_cast<float>(screen.GetHeight()));
m_current_frame++;
}
void RendererOpenGL::UpdateFramerate() {}
void RendererOpenGL::TryPresent(int timeout_ms) {
const auto& layout = render_window.GetFramebufferLayout();
auto frame = render_window.mailbox->TryGetPresentFrame(timeout_ms);
if (!frame) {
LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
return;
}
// 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");
render_window.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);
}
void RendererOpenGL::RenderScreenshot() {
if (!renderer_settings.screenshot_requested) {
return;
}
void RendererOpenGL::CaptureScreenshot() {
// Draw the current frame to the screenshot framebuffer
screenshot_framebuffer.Create();
GLuint old_read_fb = state.draw.read_framebuffer;
@ -459,8 +686,6 @@ void RendererOpenGL::CaptureScreenshot() {
}
bool RendererOpenGL::Init() {
Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window};
if (GLAD_GL_KHR_debug) {
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(DebugHandler, nullptr);

View file

@ -44,19 +44,21 @@ struct ScreenInfo {
TextureInfo texture;
};
struct PresentationTexture {
u32 width = 0;
u32 height = 0;
OGLTexture texture;
};
class RendererOpenGL final : public VideoCore::RendererBase {
public:
explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system);
~RendererOpenGL() override;
/// Swap buffers (render frame)
void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) override;
/// Initialize the renderer
bool Init() override;
/// Shutdown the renderer
void ShutDown() override;
void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) override;
void TryPresent(int timeout_ms) override;
private:
/// Initializes the OpenGL state and creates persistent objects.
@ -74,10 +76,7 @@ private:
void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
/// Updates the framerate.
void UpdateFramerate();
void CaptureScreenshot();
void RenderScreenshot();
/// Loads framebuffer from emulated memory into the active OpenGL texture.
void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
@ -87,6 +86,8 @@ private:
void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
const TextureInfo& texture);
void PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer);
Core::Frontend::EmuWindow& emu_window;
Core::System& system;
@ -107,6 +108,9 @@ private:
/// Used for transforming the framebuffer orientation
Tegra::FramebufferConfig::TransformFlags framebuffer_transform_flags;
Common::Rectangle<int> framebuffer_crop_rect;
/// Represents if the final render frame is sRGB
bool is_srgb{};
};
} // namespace OpenGL