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https://github.com/yuzu-emu/yuzu.git
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Merge pull request #598 from bunnei/makedonecurrent
OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.
This commit is contained in:
commit
2cb3fdca86
6 changed files with 39 additions and 2 deletions
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@ -15,6 +15,7 @@
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#include "common/microprofile.h"
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#include "common/microprofile.h"
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#include "common/scope_exit.h"
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#include "common/scope_exit.h"
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#include "core/core.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/kernel/process.h"
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#include "core/settings.h"
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#include "core/settings.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/engines/maxwell_3d.h"
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@ -22,6 +23,7 @@
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/maxwell_to_gl.h"
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#include "video_core/renderer_opengl/maxwell_to_gl.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/video_core.h"
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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using PixelFormat = SurfaceParams::PixelFormat;
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using PixelFormat = SurfaceParams::PixelFormat;
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@ -398,6 +400,8 @@ void RasterizerOpenGL::Clear() {
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if (clear_mask == 0)
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if (clear_mask == 0)
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return;
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return;
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ScopeAcquireGLContext acquire_context;
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auto [dirty_color_surface, dirty_depth_surface] =
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auto [dirty_color_surface, dirty_depth_surface] =
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ConfigureFramebuffers(use_color_fb, use_depth_fb);
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ConfigureFramebuffers(use_color_fb, use_depth_fb);
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@ -424,6 +428,8 @@ void RasterizerOpenGL::DrawArrays() {
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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ScopeAcquireGLContext acquire_context;
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auto [dirty_color_surface, dirty_depth_surface] =
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auto [dirty_color_surface, dirty_depth_surface] =
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ConfigureFramebuffers(true, regs.zeta.Address() != 0);
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ConfigureFramebuffers(true, regs.zeta.Address() != 0);
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@ -92,11 +92,24 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
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return matrix;
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return matrix;
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}
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}
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ScopeAcquireGLContext::ScopeAcquireGLContext() {
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if (Settings::values.use_multi_core) {
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VideoCore::g_emu_window->MakeCurrent();
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}
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}
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ScopeAcquireGLContext::~ScopeAcquireGLContext() {
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if (Settings::values.use_multi_core) {
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VideoCore::g_emu_window->DoneCurrent();
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}
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}
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RendererOpenGL::RendererOpenGL() = default;
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RendererOpenGL::RendererOpenGL() = default;
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RendererOpenGL::~RendererOpenGL() = default;
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RendererOpenGL::~RendererOpenGL() = default;
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/// Swap buffers (render frame)
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) {
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void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) {
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ScopeAcquireGLContext acquire_context;
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Core::System::GetInstance().perf_stats.EndSystemFrame();
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Core::System::GetInstance().perf_stats.EndSystemFrame();
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// Maintain the rasterizer's state as a priority
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// Maintain the rasterizer's state as a priority
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@ -418,7 +431,7 @@ static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum
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/// Initialize the renderer
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/// Initialize the renderer
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bool RendererOpenGL::Init() {
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bool RendererOpenGL::Init() {
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render_window->MakeCurrent();
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ScopeAcquireGLContext acquire_context;
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if (GLAD_GL_KHR_debug) {
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if (GLAD_GL_KHR_debug) {
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT);
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@ -31,6 +31,13 @@ struct ScreenInfo {
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TextureInfo texture;
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TextureInfo texture;
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};
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};
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/// Helper class to acquire/release OpenGL context within a given scope
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class ScopeAcquireGLContext : NonCopyable {
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public:
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ScopeAcquireGLContext();
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~ScopeAcquireGLContext();
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};
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class RendererOpenGL : public RendererBase {
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class RendererOpenGL : public RendererBase {
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public:
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public:
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RendererOpenGL();
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RendererOpenGL();
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@ -20,7 +20,10 @@
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EmuThread::EmuThread(GRenderWindow* render_window) : render_window(render_window) {}
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EmuThread::EmuThread(GRenderWindow* render_window) : render_window(render_window) {}
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void EmuThread::run() {
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void EmuThread::run() {
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if (!Settings::values.use_multi_core) {
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// Single core mode must acquire OpenGL context for entire emulation session
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render_window->MakeCurrent();
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render_window->MakeCurrent();
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}
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MicroProfileOnThreadCreate("EmuThread");
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MicroProfileOnThreadCreate("EmuThread");
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@ -374,6 +374,8 @@ bool GMainWindow::LoadROM(const QString& filename) {
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const Core::System::ResultStatus result{system.Load(render_window, filename.toStdString())};
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const Core::System::ResultStatus result{system.Load(render_window, filename.toStdString())};
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render_window->DoneCurrent();
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if (result != Core::System::ResultStatus::Success) {
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if (result != Core::System::ResultStatus::Success) {
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switch (result) {
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switch (result) {
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case Core::System::ResultStatus::ErrorGetLoader:
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case Core::System::ResultStatus::ErrorGetLoader:
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@ -916,6 +918,7 @@ int main(int argc, char* argv[]) {
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QCoreApplication::setApplicationName("yuzu");
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QCoreApplication::setApplicationName("yuzu");
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QApplication::setAttribute(Qt::AA_X11InitThreads);
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QApplication::setAttribute(Qt::AA_X11InitThreads);
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QApplication::setAttribute(Qt::AA_DontCheckOpenGLContextThreadAffinity);
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QApplication app(argc, argv);
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QApplication app(argc, argv);
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// Qt changes the locale and causes issues in float conversion using std::to_string() when
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// Qt changes the locale and causes issues in float conversion using std::to_string() when
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@ -148,6 +148,11 @@ int main(int argc, char** argv) {
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std::unique_ptr<EmuWindow_SDL2> emu_window{std::make_unique<EmuWindow_SDL2>(fullscreen)};
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std::unique_ptr<EmuWindow_SDL2> emu_window{std::make_unique<EmuWindow_SDL2>(fullscreen)};
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if (!Settings::values.use_multi_core) {
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// Single core mode must acquire OpenGL context for entire emulation session
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emu_window->MakeCurrent();
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}
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Core::System& system{Core::System::GetInstance()};
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Core::System& system{Core::System::GetInstance()};
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SCOPE_EXIT({ system.Shutdown(); });
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SCOPE_EXIT({ system.Shutdown(); });
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