Introduce an Event system to VideoCommon

A lot of the remaining complexity in Renderer is the massive Swap function
which tries to handle a bunch of FrameBegin/FrameEnd events.

Rather than create a new place for it. This event system will try
to distribute it all over the place
This commit is contained in:
Scott Mansell 2023-01-30 22:36:25 +13:00
parent d6cd8de1a7
commit 154cb4f722
6 changed files with 186 additions and 0 deletions

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@ -46,6 +46,7 @@ add_library(common
EnumFormatter.h EnumFormatter.h
EnumMap.h EnumMap.h
Event.h Event.h
EventHook.h
FatFsUtil.cpp FatFsUtil.cpp
FatFsUtil.h FatFsUtil.h
FileSearch.cpp FileSearch.cpp
@ -115,6 +116,7 @@ add_library(common
SocketContext.cpp SocketContext.cpp
SocketContext.h SocketContext.h
SPSCQueue.h SPSCQueue.h
StringLiteral.h
StringUtil.cpp StringUtil.cpp
StringUtil.h StringUtil.h
SymbolDB.cpp SymbolDB.cpp

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@ -0,0 +1,79 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/Logging/Log.h"
#include "Common/StringLiteral.h"
#include <functional>
#include <memory>
#include <string>
#include <string_view>
#include <vector>
// A hookable event system.
// Define Events in a header as:
//
// using MyLoveyEvent = Event<"My lovely event", std::string>;
//
// Register listeners anywhere you need them as:
// EventHook myHook = MyLoveyEvent::Register([](std::string foo) {
// // Do something
// }, "Name of the hook");
//
// The hook will be automatically unregistered when the EventHook object goes out of scope.
// Trigger events by doing:
//
// MyLoveyEvent::Trigger("Hello world");
//
struct HookBase
{
virtual ~HookBase() = default;
};
using EventHook = std::unique_ptr<HookBase>;
template<StringLiteral EventName, typename... CallbackArgs>
class Event
{
public:
using CallbackType = std::function<void(CallbackArgs...)>;
private:
struct HookImpl : public HookBase
{
~HookImpl() override { Event::Remove(this); }
HookImpl(CallbackType callback, std::string name) : m_fn(callback), m_name(name){ }
CallbackType m_fn;
std::string m_name;
};
public:
// Returns a handle that will unregister the listener when destroyed.
static EventHook Register(CallbackType callback, std::string name)
{
DEBUG_LOG_FMT(COMMON, "Registering {} handler at {} event hook", name, EventName.value);
auto handle = std::make_unique<HookImpl>(callback, name);
m_listeners.push_back(handle.get());
return handle;
}
static void Trigger(CallbackArgs... args)
{
for (auto& handle : m_listeners)
handle->m_fn(args...);
}
private:
static void Remove(HookImpl* handle)
{
auto it = std::find(m_listeners.begin(), m_listeners.end(), handle);
if (it != m_listeners.end())
m_listeners.erase(it);
}
inline static std::vector<HookImpl*> m_listeners = {};
};

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@ -0,0 +1,17 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <algorithm>
// A useful template for passing string literals as arguments to templates
// from: https://ctrpeach.io/posts/cpp20-string-literal-template-parameters/
template<size_t N>
struct StringLiteral {
consteval StringLiteral(const char (&str)[N]) {
std::copy_n(str, N, value);
}
char value[N];
};

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@ -46,6 +46,7 @@
<ClInclude Include="Common\EnumFormatter.h" /> <ClInclude Include="Common\EnumFormatter.h" />
<ClInclude Include="Common\EnumMap.h" /> <ClInclude Include="Common\EnumMap.h" />
<ClInclude Include="Common\Event.h" /> <ClInclude Include="Common\Event.h" />
<ClInclude Include="Common\EventHook.h" />
<ClInclude Include="Common\FatFsUtil.h" /> <ClInclude Include="Common\FatFsUtil.h" />
<ClInclude Include="Common\FileSearch.h" /> <ClInclude Include="Common\FileSearch.h" />
<ClInclude Include="Common\FileUtil.h" /> <ClInclude Include="Common\FileUtil.h" />
@ -145,6 +146,7 @@
<ClInclude Include="Common\SFMLHelper.h" /> <ClInclude Include="Common\SFMLHelper.h" />
<ClInclude Include="Common\SocketContext.h" /> <ClInclude Include="Common\SocketContext.h" />
<ClInclude Include="Common\SPSCQueue.h" /> <ClInclude Include="Common\SPSCQueue.h" />
<ClInclude Include="Common\StringLiteral.h" />
<ClInclude Include="Common\StringUtil.h" /> <ClInclude Include="Common\StringUtil.h" />
<ClInclude Include="Common\Swap.h" /> <ClInclude Include="Common\Swap.h" />
<ClInclude Include="Common\SymbolDB.h" /> <ClInclude Include="Common\SymbolDB.h" />
@ -713,6 +715,7 @@
<ClInclude Include="VideoCommon\VideoBackendBase.h" /> <ClInclude Include="VideoCommon\VideoBackendBase.h" />
<ClInclude Include="VideoCommon\VideoCommon.h" /> <ClInclude Include="VideoCommon\VideoCommon.h" />
<ClInclude Include="VideoCommon\VideoConfig.h" /> <ClInclude Include="VideoCommon\VideoConfig.h" />
<ClInclude Include="VideoCommon\VideoEvents.h" />
<ClInclude Include="VideoCommon\VideoState.h" /> <ClInclude Include="VideoCommon\VideoState.h" />
<ClInclude Include="VideoCommon\XFMemory.h" /> <ClInclude Include="VideoCommon\XFMemory.h" />
<ClInclude Include="VideoCommon\XFStructs.h" /> <ClInclude Include="VideoCommon\XFStructs.h" />

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@ -163,6 +163,7 @@ add_library(videocommon
VertexShaderManager.h VertexShaderManager.h
VideoBackendBase.cpp VideoBackendBase.cpp
VideoBackendBase.h VideoBackendBase.h
VideoEvents.h
VideoCommon.h VideoCommon.h
VideoConfig.cpp VideoConfig.cpp
VideoConfig.h VideoConfig.h

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@ -0,0 +1,84 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/CommonTypes.h"
#include "Common/EventHook.h"
// Called when certain video config setting are changed
using ConfigChangedEvent = Event<"ConfigChanged", u32>;
// An event called just before the first draw call of a frame
using BeforeFrameEvent = Event<"BeforeFrame">;
// An event called after the frame XFB copy begins processing on the host GPU.
// Useful for "once per frame" usecases.
// Note: In a few rare cases, games do multiple XFB copies per frame and join them while presenting.
// If this matters to your usecase, you should use BeforePresent instead.
using AfterFrameEvent = Event<"AfterFrame">;
struct PresentInfo
{
enum class PresentReason
{
Immediate, // FIFO is Presenting the XFB immediately, straight after the XFB copy
VideoInterface, // VideoInterface has triggered a present with a new frame
VideoInterfaceDuplicate, // VideoInterface has triggered a present with a duplicate frame
};
// The number of (unique) frames since the emulated console booted
u64 frame_count;
// The number of presents since the video backend was initialized.
// never goes backwards.
u64 present_count;
// The frame is identical to the previous frame
PresentReason reason;
// The exact emulated time of the when real hardware would have presented this frame
// FIXME: Immediate should predict the timestamp of this present
u64 emulated_timestamp;
// TODO:
// u64 intended_present_time;
// AfterPresent only: The actual time the frame was presented
u64 actual_present_time = 0;
enum class PresentTimeAccuracy
{
// The Driver/OS has given us an exact timestamp of when the first line of the frame started
// scanning out to the monitor
PresentOnScreenExact,
// An approximate timestamp of scanout.
PresentOnScreen,
// Dolphin doesn't have visibility of the present time. But the present operation has
// been queued with the GPU driver and will happen in the near future.
PresentInProgress,
// Not implemented
Unimplemented,
};
// Accuracy of actual_present_time
PresentTimeAccuracy present_time_accuracy = PresentTimeAccuracy::Unimplemented;
};
// An event called just as a frame is queued for presentation.
// The exact timing of this event depends on the "Immediately Present XFB" option.
//
// If enabled, this event will trigger immediately after AfterFrame
// If disabled, this event won't trigger until the emulated interface starts drawing out a new frame.
//
// frame_count: The number of frames
using BeforePresentEvent = Event<"BeforePresent", PresentInfo&>;
// An event that is triggered after a frame is presented.
// The exact timing of this event depends on backend/driver support.
using AfterPresentEvent = Event<"AfterPresent", PresentInfo&>;