renderer_opengl: Keep presentation frames in lock-step when GPU debugging.

- Fixes renderdoc with OpenGL renderer.
master
bunnei 2020-03-14 17:45:01 +07:00
parent 4373fa8042
commit c5afe93dcc
1 changed files with 32 additions and 1 deletions

@ -56,7 +56,7 @@ public:
std::deque<Frame*> present_queue;
Frame* previous_frame{};
FrameMailbox() {
FrameMailbox() : has_debug_tool{Device().HasDebugTool()} {
for (auto& frame : swap_chain) {
free_queue.push(&frame);
}
@ -127,9 +127,13 @@ public:
std::unique_lock lock{swap_chain_lock};
present_queue.push_front(frame);
present_cv.notify_one();
DebugNotifyNextFrame();
}
Frame* TryGetPresentFrame(int timeout_ms) {
DebugWaitForNextFrame();
std::unique_lock lock{swap_chain_lock};
// wait for new entries in the present_queue
present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
@ -155,6 +159,33 @@ public:
previous_frame = frame;
return frame;
}
private:
std::mutex debug_synch_mutex;
std::condition_variable debug_synch_condition;
std::atomic_int frame_for_debug{};
const bool has_debug_tool; // When true, using a GPU debugger, so keep frames in lock-step
/// Signal that a new frame is available (called from GPU thread)
void DebugNotifyNextFrame() {
if (!has_debug_tool) {
return;
}
frame_for_debug++;
std::lock_guard lock{debug_synch_mutex};
debug_synch_condition.notify_one();
}
/// Wait for a new frame to be available (called from presentation thread)
void DebugWaitForNextFrame() {
if (!has_debug_tool) {
return;
}
const int last_frame = frame_for_debug;
std::unique_lock lock{debug_synch_mutex};
debug_synch_condition.wait(lock,
[this, last_frame] { return frame_for_debug > last_frame; });
}
};
namespace {