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@ -9,11 +9,11 @@
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "common/telemetry.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/scope_acquire_window_context.h"
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#include "core/memory.h"
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#include "core/perf_stats.h"
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#include "core/settings.h"
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@ -22,8 +22,145 @@
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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namespace Core::Frontend {
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struct Frame {
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u32 width{}; /// Width of the frame (to detect resize)
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u32 height{}; /// Height of the frame
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bool color_reloaded = false; /// Texture attachment was recreated (ie: resized)
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OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
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OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
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OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
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GLsync render_fence{}; /// Fence created on the render thread
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GLsync present_fence{}; /// Fence created on the presentation thread
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bool is_srgb{}; /// Framebuffer is sRGB or RGB
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};
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} // namespace Core::Frontend
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namespace OpenGL {
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
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// number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
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constexpr std::size_t SWAP_CHAIN_SIZE = 9;
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class OGLTextureMailbox : public Core::Frontend::TextureMailbox {
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public:
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std::mutex swap_chain_lock;
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std::condition_variable present_cv;
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std::array<Core::Frontend::Frame, SWAP_CHAIN_SIZE> swap_chain{};
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std::queue<Core::Frontend::Frame*> free_queue;
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std::deque<Core::Frontend::Frame*> present_queue;
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Core::Frontend::Frame* previous_frame{};
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OGLTextureMailbox() {
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for (auto& frame : swap_chain) {
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free_queue.push(&frame);
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}
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}
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~OGLTextureMailbox() override {
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// lock the mutex and clear out the present and free_queues and notify any people who are
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// blocked to prevent deadlock on shutdown
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std::scoped_lock lock(swap_chain_lock);
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std::queue<Core::Frontend::Frame*>().swap(free_queue);
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present_queue.clear();
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present_cv.notify_all();
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}
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void ReloadPresentFrame(Core::Frontend::Frame* frame, u32 height, u32 width) override {
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frame->present.Release();
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frame->present.Create();
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GLint previous_draw_fbo{};
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_draw_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame->color.handle);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!");
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_draw_fbo);
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frame->color_reloaded = false;
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}
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void ReloadRenderFrame(Core::Frontend::Frame* frame, u32 width, u32 height) override {
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState state = OpenGLState::GetCurState();
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// Recreate the color texture attachment
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frame->color.Release();
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frame->color.Create();
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state.renderbuffer = frame->color.handle;
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state.Apply();
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glRenderbufferStorage(GL_RENDERBUFFER, frame->is_srgb ? GL_SRGB8 : GL_RGB8, width, height);
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// Recreate the FBO for the render target
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frame->render.Release();
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frame->render.Create();
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state.draw.read_framebuffer = frame->render.handle;
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame->color.handle);
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if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
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}
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prev_state.Apply();
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frame->width = width;
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frame->height = height;
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frame->color_reloaded = true;
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}
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Core::Frontend::Frame* GetRenderFrame() override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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// If theres no free frames, we will reuse the oldest render frame
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if (free_queue.empty()) {
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auto frame = present_queue.back();
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present_queue.pop_back();
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return frame;
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}
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Core::Frontend::Frame* frame = free_queue.front();
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free_queue.pop();
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return frame;
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}
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void ReleaseRenderFrame(Core::Frontend::Frame* frame) override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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present_queue.push_front(frame);
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present_cv.notify_one();
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}
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Core::Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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// wait for new entries in the present_queue
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present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
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[&] { return !present_queue.empty(); });
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if (present_queue.empty()) {
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// timed out waiting for a frame to draw so return the previous frame
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return previous_frame;
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}
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// free the previous frame and add it back to the free queue
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if (previous_frame) {
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free_queue.push(previous_frame);
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}
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// the newest entries are pushed to the front of the queue
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Core::Frontend::Frame* frame = present_queue.front();
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present_queue.pop_front();
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// remove all old entries from the present queue and move them back to the free_queue
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for (auto f : present_queue) {
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free_queue.push(f);
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}
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present_queue.clear();
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previous_frame = frame;
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return frame;
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}
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};
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namespace {
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constexpr char vertex_shader[] = R"(
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@ -158,16 +295,86 @@ void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severit
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} // Anonymous namespace
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
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: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {}
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: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {
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emu_window.mailbox = std::make_unique<OGLTextureMailbox>();
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}
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RendererOpenGL::~RendererOpenGL() = default;
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MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
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MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
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void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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render_window.PollEvents();
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if (!framebuffer) {
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return;
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}
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.AllDirty();
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state.Apply();
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PrepareRendertarget(framebuffer);
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RenderScreenshot();
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Core::Frontend::Frame* frame;
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{
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MICROPROFILE_SCOPE(OpenGL_WaitPresent);
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frame = render_window.mailbox->GetRenderFrame();
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// Clean up sync objects before drawing
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// INTEL driver workaround. We can't delete the previous render sync object until we are
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// sure that the presentation is done
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if (frame->present_fence) {
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glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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}
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// delete the draw fence if the frame wasn't presented
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if (frame->render_fence) {
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glDeleteSync(frame->render_fence);
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frame->render_fence = 0;
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}
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// wait for the presentation to be done
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if (frame->present_fence) {
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glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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glDeleteSync(frame->present_fence);
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frame->present_fence = 0;
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}
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}
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{
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MICROPROFILE_SCOPE(OpenGL_RenderFrame);
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const auto& layout = render_window.GetFramebufferLayout();
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// Recreate the frame if the size of the window has changed
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if (layout.width != frame->width || layout.height != frame->height ||
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is_srgb != frame->is_srgb) {
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LOG_DEBUG(Render_OpenGL, "Reloading render frame");
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is_srgb = frame->is_srgb = screen_info.display_srgb;
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render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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}
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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DrawScreen(layout);
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// Create a fence for the frontend to wait on and swap this frame to OffTex
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frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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render_window.mailbox->ReleaseRenderFrame(frame);
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m_current_frame++;
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rasterizer->TickFrame();
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}
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// Restore the rasterizer state
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prev_state.AllDirty();
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prev_state.Apply();
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}
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void RendererOpenGL::PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer) {
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if (framebuffer) {
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// If framebuffer is provided, reload it from memory to a texture
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if (screen_info.texture.width != static_cast<GLsizei>(framebuffer->width) ||
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@ -181,22 +388,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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// Load the framebuffer from memory, draw it to the screen, and swap buffers
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LoadFBToScreenInfo(*framebuffer);
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if (renderer_settings.screenshot_requested)
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CaptureScreenshot();
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DrawScreen(render_window.GetFramebufferLayout());
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rasterizer->TickFrame();
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render_window.SwapBuffers();
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}
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render_window.PollEvents();
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// Restore the rasterizer state
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prev_state.AllDirty();
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prev_state.Apply();
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}
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void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
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@ -418,13 +610,48 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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DrawScreenTriangles(screen_info, static_cast<float>(screen.left),
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static_cast<float>(screen.top), static_cast<float>(screen.GetWidth()),
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static_cast<float>(screen.GetHeight()));
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m_current_frame++;
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}
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void RendererOpenGL::UpdateFramerate() {}
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void RendererOpenGL::TryPresent(int timeout_ms) {
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const auto& layout = render_window.GetFramebufferLayout();
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auto frame = render_window.mailbox->TryGetPresentFrame(timeout_ms);
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if (!frame) {
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LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
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return;
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}
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// Clearing before a full overwrite of a fbo can signal to drivers that they can avoid a
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// readback since we won't be doing any blending
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glClear(GL_COLOR_BUFFER_BIT);
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// Recreate the presentation FBO if the color attachment was changed
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if (frame->color_reloaded) {
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LOG_DEBUG(Render_OpenGL, "Reloading present frame");
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render_window.mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
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}
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glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
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// INTEL workaround.
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// Normally we could just delete the draw fence here, but due to driver bugs, we can just delete
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// it on the emulation thread without too much penalty
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// glDeleteSync(frame.render_sync);
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// frame.render_sync = 0;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle);
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glBlitFramebuffer(0, 0, frame->width, frame->height, 0, 0, layout.width, layout.height,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// Insert fence for the main thread to block on
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frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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void RendererOpenGL::RenderScreenshot() {
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if (!renderer_settings.screenshot_requested) {
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return;
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}
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void RendererOpenGL::CaptureScreenshot() {
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// Draw the current frame to the screenshot framebuffer
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screenshot_framebuffer.Create();
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GLuint old_read_fb = state.draw.read_framebuffer;
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@ -459,8 +686,6 @@ void RendererOpenGL::CaptureScreenshot() {
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}
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bool RendererOpenGL::Init() {
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Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window};
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if (GLAD_GL_KHR_debug) {
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(DebugHandler, nullptr);
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