Decouple XFB scanout from presentation

This commit is contained in:
Stenzek 2018-11-28 14:30:47 +10:00
parent f1e7fb505b
commit e4b205c769
16 changed files with 319 additions and 383 deletions

View File

@ -125,6 +125,7 @@ void FramebufferManager::BindEFBRenderTarget(bool bind_depth)
FramebufferManager::FramebufferManager(int target_width, int target_height)
{
static constexpr std::array<float, 4> clear_color = {0.0f, 0.0f, 0.0f, 1.0f};
m_target_width = static_cast<unsigned int>(std::max(target_width, 1));
m_target_height = static_cast<unsigned int>(std::max(target_height, 1));
DXGI_SAMPLE_DESC sample_desc;
@ -154,6 +155,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
D3D::SetDebugObjectName(m_efb.color_tex->GetTex(), "EFB color texture");
D3D::SetDebugObjectName(m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
D3D::SetDebugObjectName(m_efb.color_tex->GetRTV(), "EFB color texture render target view");
D3D::context->ClearRenderTargetView(m_efb.color_tex->GetRTV(), clear_color.data());
// Temporary EFB color texture - used in ReinterpretPixelData
texdesc =
@ -173,6 +175,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
"EFB color temp texture shader resource view");
D3D::SetDebugObjectName(m_efb.color_temp_tex->GetRTV(),
"EFB color temp texture render target view");
D3D::context->ClearRenderTargetView(m_efb.color_temp_tex->GetRTV(), clear_color.data());
// Integer render targets for EFB, used for logic op
CD3D11_RENDER_TARGET_VIEW_DESC int_rtv_desc(m_efb.color_tex->GetTex(),
@ -222,6 +225,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
D3D::SetDebugObjectName(m_efb.depth_tex->GetTex(), "EFB depth texture");
D3D::SetDebugObjectName(m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
D3D::SetDebugObjectName(m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
D3D::context->ClearDepthStencilView(m_efb.depth_tex->GetDSV(), D3D11_CLEAR_DEPTH, 0.0f, 0);
// Render buffer for AccessEFB (depth data)
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);

View File

@ -66,19 +66,10 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height, float backbuffer
: ::Renderer(backbuffer_width, backbuffer_height, backbuffer_scale,
AbstractTextureFormat::RGBA8)
{
m_last_multisamples = g_ActiveConfig.iMultisamples;
m_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
m_last_fullscreen_state = D3D::GetFullscreenState();
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
SetupDeviceObjects();
// Clear EFB textures
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
clear_color.data());
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
D3D11_CLEAR_DEPTH, 0.f, 0);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
D3D::context->RSSetViewports(1, &vp);
FramebufferManager::BindEFBRenderTarget();
@ -560,68 +551,33 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
RestoreAPIState();
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
void Renderer::BindBackbuffer(const ClearColor& clear_color)
{
ResetAPIState();
// Prepare to copy the XFBs to our backbuffer
CheckForSurfaceChange();
CheckForSurfaceResize();
UpdateDrawRectangle();
TargetRectangle targetRc = GetTargetRectangle();
static constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), clear_color.data());
m_current_framebuffer = nullptr;
m_current_framebuffer_width = m_backbuffer_width;
m_current_framebuffer_height = m_backbuffer_height;
}
// activate linear filtering for the buffer copies
D3D::SetLinearCopySampler();
auto* xfb_texture = static_cast<DXTexture*>(texture);
BlitScreen(xfb_region, targetRc, xfb_texture->GetRawTexIdentifier(),
xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
// Reset viewport for drawing text
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, static_cast<float>(m_backbuffer_width),
static_cast<float>(m_backbuffer_height));
D3D::context->RSSetViewports(1, &vp);
DrawImGui();
g_texture_cache->Cleanup(frameCount);
// Enable configuration changes
UpdateActiveConfig();
g_texture_cache->OnConfigChanged(g_ActiveConfig);
// Flip/present backbuffer to frontbuffer here
if (D3D::swapchain)
D3D::Present();
void Renderer::PresentBackbuffer()
{
D3D::Present();
}
void Renderer::OnConfigChanged(u32 bits)
{
// Resize the back buffers NOW to avoid flickering
if (CalculateTargetSize() || m_last_multisamples != g_ActiveConfig.iMultisamples ||
m_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off))
if (bits & (CONFIG_CHANGE_BIT_TARGET_SIZE | CONFIG_CHANGE_BIT_MULTISAMPLES |
CONFIG_CHANGE_BIT_STEREO_MODE))
{
m_last_multisamples = g_ActiveConfig.iMultisamples;
m_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
PixelShaderCache::InvalidateMSAAShaders();
UpdateDrawRectangle();
g_framebuffer_manager.reset();
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
clear_color.data());
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
D3D11_CLEAR_DEPTH, 0.f, 0);
}
CheckForHostConfigChanges();
// begin next frame
RestoreAPIState();
}
void Renderer::CheckForSurfaceChange()
@ -780,28 +736,34 @@ void Renderer::BBoxWrite(int index, u16 _value)
BBox::Set(index, value);
}
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height)
void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc)
{
const CD3D11_RECT source_rc(rc.left, rc.top, rc.right, rc.bottom);
const TargetRectangle target_rc = GetTargetRectangle();
// activate linear filtering for the buffer copies
D3D::SetLinearCopySampler();
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
TargetRectangle leftRc, rightRc;
std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
TargetRectangle left_rc, right_rc;
std::tie(left_rc, right_rc) = ConvertStereoRectangle(target_rc);
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)leftRc.left, (float)leftRc.top,
(float)leftRc.GetWidth(), (float)leftRc.GetHeight());
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)rightRc.left, (float)rightRc.top,
(float)rightRc.GetWidth(), (float)rightRc.GetHeight());
D3D::context->RSSetViewports(1, &leftVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
SetViewport(static_cast<float>(left_rc.left), static_cast<float>(left_rc.top),
static_cast<float>(left_rc.GetWidth()), static_cast<float>(right_rc.GetHeight()),
0.0f, 1.0f);
D3D::drawShadedTexQuad(static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV(),
&source_rc, texture->GetWidth(), texture->GetHeight(),
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
SetViewport(static_cast<float>(right_rc.left), static_cast<float>(right_rc.top),
static_cast<float>(right_rc.GetWidth()), static_cast<float>(right_rc.GetHeight()),
0.0f, 1.0f);
D3D::drawShadedTexQuad(static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV(),
&source_rc, texture->GetWidth(), texture->GetHeight(),
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1);
@ -811,29 +773,33 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
if (!m_3d_vision_texture)
Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
(float)dst.GetHeight());
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(dst.left + m_backbuffer_width), (float)dst.top,
(float)dst.GetWidth(), (float)dst.GetHeight());
const CD3D11_VIEWPORT left_vp(
static_cast<float>(target_rc.left), static_cast<float>(target_rc.top),
static_cast<float>(target_rc.GetWidth()), static_cast<float>(target_rc.GetHeight()));
const CD3D11_VIEWPORT right_vp(
static_cast<float>(target_rc.left + m_backbuffer_width), static_cast<float>(target_rc.top),
static_cast<float>(target_rc.GetWidth()), static_cast<float>(target_rc.GetHeight()));
// Render to staging texture which is double the width of the backbuffer
D3D::context->OMSetRenderTargets(1, &m_3d_vision_texture->GetRTV(), nullptr);
D3D::context->RSSetViewports(1, &leftVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
D3D::context->RSSetViewports(1, &left_vp);
D3D::drawShadedTexQuad(static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV(),
&source_rc, texture->GetWidth(), texture->GetHeight(),
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
D3D::context->RSSetViewports(1, &right_vp);
D3D::drawShadedTexQuad(static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV(),
&source_rc, texture->GetWidth(), texture->GetHeight(),
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1);
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
D3D11_BOX box = CD3D11_BOX(0, 0, 0, m_backbuffer_width, m_backbuffer_height, 1);
const CD3D11_BOX box(0, 0, 0, m_backbuffer_width, m_backbuffer_height, 1);
D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0,
m_3d_vision_texture->GetTex(), 0, &box);
@ -842,9 +808,9 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
}
else
{
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
(float)dst.GetHeight());
D3D::context->RSSetViewports(1, &vp);
SetViewport(static_cast<float>(target_rc.left), static_cast<float>(target_rc.top),
static_cast<float>(target_rc.GetWidth()), static_cast<float>(target_rc.GetHeight()),
0.0f, 1.0f);
ID3D11PixelShader* pixelShader = (g_Config.stereo_mode == StereoMode::Anaglyph) ?
PixelShaderCache::GetAnaglyphProgram() :
@ -852,7 +818,8 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
ID3D11GeometryShader* geomShader = (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer) ?
GeometryShaderCache::GetCopyGeometryShader() :
nullptr;
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader,
D3D::drawShadedTexQuad(static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV(),
&source_rc, texture->GetWidth(), texture->GetHeight(), pixelShader,
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), geomShader);
}

View File

@ -52,6 +52,8 @@ public:
float far_depth) override;
void Draw(u32 base_vertex, u32 num_vertices) override;
void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
void BindBackbuffer(const ClearColor& clear_color = {}) override;
void PresentBackbuffer() override;
void SetFullscreen(bool enable_fullscreen) override;
bool IsFullscreen() const override;
@ -66,7 +68,8 @@ public:
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks) override;
void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) override;
void OnConfigChanged(u32 bits) override;
void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z) override;
@ -81,9 +84,6 @@ private:
void CheckForSurfaceResize();
void UpdateBackbufferSize();
void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height);
StateCache m_state_cache;
std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
@ -95,8 +95,6 @@ private:
ID3D11Texture2D* m_screenshot_texture = nullptr;
D3DTexture2D* m_3d_vision_texture = nullptr;
u32 m_last_multisamples = 1;
bool m_last_stereo_mode = false;
bool m_last_fullscreen_state = false;
};
}

View File

@ -157,13 +157,14 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
VertexShaderCache::Init();
PixelShaderCache::Init();
GeometryShaderCache::Init();
if (!g_shader_cache->Initialize())
if (!g_renderer->Initialize() || !g_shader_cache->Initialize())
return false;
D3D::InitUtils();
BBox::Init();
return g_renderer->Initialize();
return true;
}
void VideoBackend::Shutdown()

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@ -92,9 +92,4 @@ TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
return result;
}
void Renderer::SwapImpl(AbstractTexture*, const EFBRectangle&, u64)
{
UpdateActiveConfig();
}
} // namespace Null

View File

@ -35,8 +35,6 @@ public:
void BBoxWrite(int index, u16 value) override {}
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks) override;
void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z) override
{

View File

@ -59,10 +59,6 @@ VideoConfig g_ogl_config;
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1;
static u32 s_last_multisamples = 1;
static bool s_last_stereo_mode = false;
static bool s_vsync;
// EFB cache related
static const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks.
@ -725,9 +721,6 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
g_Config.VerifyValidity();
UpdateActiveConfig();
// Since we modify the config here, we need to update the last host bits, it may have changed.
m_last_host_config_bits = ShaderHostConfig::GetCurrent().bits;
OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s", g_ogl_config.gl_vendor,
g_ogl_config.gl_renderer, g_ogl_config.gl_version),
5000);
@ -756,15 +749,9 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData ",
g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ");
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_MSAASamples = s_last_multisamples;
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
// Handle VSync on/off
s_vsync = g_ActiveConfig.IsVSync();
if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
m_main_gl_context->SwapInterval(s_vsync);
m_main_gl_context->SwapInterval(g_ActiveConfig.IsVSync());
// Because of the fixed framebuffer size we need to disable the resolution
// options while running
@ -1220,37 +1207,55 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
ClearEFBCache();
}
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture,
int src_width, int src_height)
void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc)
{
TargetRectangle source_rc = rc;
source_rc.top = rc.GetHeight();
source_rc.bottom = 0;
// Check if we need to render to a new surface.
TargetRectangle flipped_trc = GetTargetRectangle();
std::swap(flipped_trc.top, flipped_trc.bottom);
// Copy the framebuffer to screen.
OpenGLPostProcessing* post_processor = static_cast<OpenGLPostProcessing*>(m_post_processor.get());
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
TargetRectangle leftRc, rightRc;
TargetRectangle left_rc, right_rc;
// Top-and-Bottom mode needs to compensate for inverted vertical screen coordinates.
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
std::tie(rightRc, leftRc) = ConvertStereoRectangle(dst);
std::tie(right_rc, left_rc) = ConvertStereoRectangle(flipped_trc);
else
std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
std::tie(left_rc, right_rc) = ConvertStereoRectangle(flipped_trc);
post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0);
post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1);
post_processor->BlitFromTexture(source_rc, left_rc,
static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
texture->GetWidth(), texture->GetHeight(), 0);
post_processor->BlitFromTexture(source_rc, right_rc,
static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
texture->GetWidth(), texture->GetHeight(), 1);
}
else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer)
{
glDrawBuffer(GL_BACK_LEFT);
post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0);
post_processor->BlitFromTexture(source_rc, flipped_trc,
static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
texture->GetWidth(), texture->GetHeight(), 0);
glDrawBuffer(GL_BACK_RIGHT);
post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 1);
post_processor->BlitFromTexture(source_rc, flipped_trc,
static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
texture->GetWidth(), texture->GetHeight(), 1);
glDrawBuffer(GL_BACK);
}
else
{
post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0);
post_processor->BlitFromTexture(source_rc, flipped_trc,
static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
texture->GetWidth(), texture->GetHeight(), 0);
}
}
@ -1385,8 +1390,20 @@ void Renderer::ApplyBlendingState(const BlendingState state, bool force)
m_current_blend_state = state;
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
void Renderer::BindBackbuffer(const ClearColor& clear_color)
{
CheckForSurfaceChange();
CheckForSurfaceResize();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_current_framebuffer = nullptr;
m_current_framebuffer_width = m_backbuffer_width;
m_current_framebuffer_height = m_backbuffer_height;
}
void Renderer::PresentBackbuffer()
{
if (g_ogl_config.bSupportsDebug)
{
@ -1396,72 +1413,22 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
glDisable(GL_DEBUG_OUTPUT);
}
auto* xfb_texture = static_cast<OGLTexture*>(texture);
// Swap the back and front buffers, presenting the image.
m_main_gl_context->Swap();
}
TargetRectangle sourceRc = xfb_region;
sourceRc.top = xfb_region.GetHeight();
sourceRc.bottom = 0;
ResetAPIState();
// Check if we need to render to a new surface.
CheckForSurfaceChange();
CheckForSurfaceResize();
UpdateDrawRectangle();
TargetRectangle flipped_trc = GetTargetRectangle();
std::swap(flipped_trc.top, flipped_trc.bottom);
// Skip screen rendering when running in headless mode.
if (!IsHeadless())
void Renderer::OnConfigChanged(u32 bits)
{
if (bits & (CONFIG_CHANGE_BIT_TARGET_SIZE | CONFIG_CHANGE_BIT_MULTISAMPLES |
CONFIG_CHANGE_BIT_STEREO_MODE | CONFIG_CHANGE_BIT_BBOX))
{
// Clear the framebuffer before drawing anything.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_current_framebuffer = nullptr;
m_current_framebuffer_width = m_backbuffer_width;
m_current_framebuffer_height = m_backbuffer_height;
// Copy the framebuffer to screen.
BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(),
xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
// Render OSD messages.
glViewport(0, 0, m_backbuffer_width, m_backbuffer_height);
DrawImGui();
// Swap the back and front buffers, presenting the image.
m_main_gl_context->Swap();
}
else
{
// Since we're not swapping in headless mode, ensure all commands are sent to the GPU.
// Otherwise the driver could batch several frames togehter.
glFlush();
}
// Was the size changed since the last frame?
bool target_size_changed = CalculateTargetSize();
bool stencil_buffer_enabled =
static_cast<FramebufferManager*>(g_framebuffer_manager.get())->HasStencilBuffer();
bool fb_needs_update = target_size_changed ||
s_last_multisamples != g_ActiveConfig.iMultisamples ||
stencil_buffer_enabled != BoundingBox::NeedsStencilBuffer() ||
s_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off);
if (fb_needs_update)
{
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_MSAASamples = s_last_multisamples;
s_MSAASamples = g_ActiveConfig.iMultisamples;
if (s_MSAASamples > 1 && s_MSAASamples > g_ogl_config.max_samples)
{
s_MSAASamples = g_ogl_config.max_samples;
OSD::AddMessage(
StringFromFormat("%d Anti Aliasing samples selected, but only %d supported by your GPU.",
s_last_multisamples, g_ogl_config.max_samples),
s_MSAASamples, g_ogl_config.max_samples),
10000);
}
@ -1469,40 +1436,13 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
g_framebuffer_manager = std::make_unique<FramebufferManager>(
m_target_width, m_target_height, s_MSAASamples, BoundingBox::NeedsStencilBuffer());
BoundingBox::SetTargetSizeChanged(m_target_width, m_target_height);
UpdateDrawRectangle();
}
if (s_vsync != g_ActiveConfig.IsVSync())
{
s_vsync = g_ActiveConfig.IsVSync();
if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
m_main_gl_context->SwapInterval(s_vsync);
}
if (bits & CONFIG_CHANGE_BIT_VSYNC && !DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
m_main_gl_context->SwapInterval(g_ActiveConfig.IsVSync());
// Clean out old stuff from caches. It's not worth it to clean out the shader caches.
g_texture_cache->Cleanup(frameCount);
RestoreAPIState();
g_Config.iSaveTargetId = 0;
int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
UpdateActiveConfig();
g_texture_cache->OnConfigChanged(g_ActiveConfig);
if (old_anisotropy != g_ActiveConfig.iMaxAnisotropy)
if (bits & CONFIG_CHANGE_BIT_ANISOTROPY)
g_sampler_cache->Clear();
// Invalidate shader cache when the host config changes.
CheckForHostConfigChanges();
// For testing zbuffer targets.
// Renderer::SetZBufferRender();
// SaveTexture("tex.png", GL_TEXTURE_2D, s_FakeZTarget,
// GetTargetWidth(), GetTargetHeight());
// Invalidate EFB cache
ClearEFBCache();
}
void Renderer::Flush()
@ -1535,15 +1475,6 @@ void Renderer::CheckForSurfaceResize()
m_backbuffer_height = m_main_gl_context->GetBackBufferHeight();
}
void Renderer::DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc,
const TargetRectangle& source_rc)
{
// for msaa mode, we must resolve the efb content to non-msaa
GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(source_rc);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
BlitScreen(source_rc, target_rc, tex, m_target_width, m_target_height);
}
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{
@ -1671,6 +1602,7 @@ void Renderer::UnbindTexture(const AbstractTexture* texture)
glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + i));
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
m_bound_textures[i] = nullptr;
}
}

View File

@ -118,6 +118,8 @@ public:
float far_depth) override;
void Draw(u32 base_vertex, u32 num_vertices) override;
void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
void BindBackbuffer(const ClearColor& clear_color = {}) override;
void PresentBackbuffer() override;
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override;
@ -130,8 +132,9 @@ public:
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks) override;
void Flush() override;
void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) override;
void OnConfigChanged(u32 bits) override;
void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z) override;
@ -150,12 +153,6 @@ private:
void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc,
const TargetRectangle& targetPixelRc, const void* data);
void DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc,
const TargetRectangle& source_rc);
void BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture, int src_width,
int src_height);
void CheckForSurfaceChange();
void CheckForSurfaceResize();

View File

@ -84,9 +84,9 @@ bool SWOGLWindow::Initialize(const WindowSystemInfo& wsi)
return true;
}
void SWOGLWindow::ShowImage(AbstractTexture* image, const EFBRectangle& xfb_region)
void SWOGLWindow::ShowImage(const AbstractTexture* image, const EFBRectangle& xfb_region)
{
SW::SWTexture* sw_image = static_cast<SW::SWTexture*>(image);
const SW::SWTexture* sw_image = static_cast<const SW::SWTexture*>(image);
m_gl_context->Update(); // just updates the render window position and the backbuffer size
GLsizei glWidth = (GLsizei)m_gl_context->GetBackBufferWidth();

View File

@ -25,7 +25,7 @@ public:
bool IsHeadless() const;
// Image to show, will be swapped immediately
void ShowImage(AbstractTexture* image, const EFBRectangle& xfb_region);
void ShowImage(const AbstractTexture* image, const EFBRectangle& xfb_region);
static std::unique_ptr<SWOGLWindow> Create(const WindowSystemInfo& wsi);

View File

@ -90,12 +90,10 @@ std::unique_ptr<AbstractPipeline> SWRenderer::CreatePipeline(const AbstractPipel
}
// Called on the GPU thread
void SWRenderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
void SWRenderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& xfb_region)
{
if (!IsHeadless())
m_window->ShowImage(texture, xfb_region);
UpdateActiveConfig();
}
u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)

View File

@ -39,7 +39,7 @@ public:
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks) override;
void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) override;
void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z) override;

View File

@ -557,76 +557,24 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
BindEFBToStateTracker();
}
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
void Renderer::Flush()
{
// Pending/batched EFB pokes should be included in the final image.
FramebufferManager::GetInstance()->FlushEFBPokes();
Util::ExecuteCurrentCommandsAndRestoreState(true, false);
}
auto* xfb_texture = static_cast<VKTexture*>(texture);
// End the current render pass.
void Renderer::BindBackbuffer(const ClearColor& clear_color)
{
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->OnEndFrame();
// Handle host window resizes.
CheckForSurfaceChange();
CheckForSurfaceResize();
// There are a few variables which can alter the final window draw rectangle, and some of them
// are determined by guest state. Currently, the only way to catch these is to update every frame.
UpdateDrawRectangle();
// Ensure the worker thread is not still submitting a previous command buffer.
// In other words, the last frame has been submitted (otherwise the next call would
// be a race, as the image may not have been consumed yet).
g_command_buffer_mgr->PrepareToSubmitCommandBuffer();
// Draw to the screen if we have a swap chain.
if (m_swap_chain)
{
DrawScreen(xfb_texture, xfb_region);
// Submit the current command buffer, signaling rendering finished semaphore when it's done
// Because this final command buffer is rendering to the swap chain, we need to wait for
// the available semaphore to be signaled before executing the buffer. This final submission
// can happen off-thread in the background while we're preparing the next frame.
g_command_buffer_mgr->SubmitCommandBuffer(
true, m_image_available_semaphore, m_rendering_finished_semaphore,
m_swap_chain->GetSwapChain(), m_swap_chain->GetCurrentImageIndex());
}
else
{
// No swap chain, just execute command buffer.
g_command_buffer_mgr->SubmitCommandBuffer(true);
}
// NOTE: It is important that no rendering calls are made to the EFB between submitting the
// (now-previous) frame and after the below config checks are completed. If the target size
// changes, as the resize methods to not defer the destruction of the framebuffer, the current
// command buffer will contain references to a now non-existent framebuffer.
// Prep for the next frame (get command buffer ready) before doing anything else.
BeginFrame();
// Restore the EFB color texture to color attachment ready for rendering the next frame.
FramebufferManager::GetInstance()->GetEFBColorTexture()->TransitionToLayout(
g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
RestoreAPIState();
// Determine what (if anything) has changed in the config.
CheckForConfigChanges();
// Clean up stale textures.
TextureCache::GetInstance()->Cleanup(frameCount);
}
void Renderer::Flush()
{
Util::ExecuteCurrentCommandsAndRestoreState(true, false);
}
void Renderer::DrawScreen(VKTexture* xfb_texture, const EFBRectangle& xfb_region)
{
VkResult res;
if (!g_command_buffer_mgr->CheckLastPresentFail())
{
@ -676,48 +624,65 @@ void Renderer::DrawScreen(VKTexture* xfb_texture, const EFBRectangle& xfb_region
// Begin render pass for rendering to the swap chain.
VkClearValue clear_value = {{{0.0f, 0.0f, 0.0f, 1.0f}}};
StateTracker::GetInstance()->BeginClearRenderPass(region, &clear_value, 1);
}
// Draw
BlitScreen(m_swap_chain_render_pass, GetTargetRectangle(), xfb_region,
xfb_texture->GetRawTexIdentifier());
// Draw OSD
SetViewport(0.0f, 0.0f, static_cast<float>(backbuffer->GetWidth()),
static_cast<float>(backbuffer->GetHeight()), 0.0f, 1.0f);
StateTracker::GetInstance()->SetPendingRebind();
DrawImGui();
void Renderer::PresentBackbuffer()
{
// End drawing to backbuffer
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->OnEndFrame();
// Transition the backbuffer to PRESENT_SRC to ensure all commands drawing
// to it have finished before present.
Texture2D* backbuffer = m_swap_chain->GetCurrentTexture();
backbuffer->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
// Submit the current command buffer, signaling rendering finished semaphore when it's done
// Because this final command buffer is rendering to the swap chain, we need to wait for
// the available semaphore to be signaled before executing the buffer. This final submission
// can happen off-thread in the background while we're preparing the next frame.
g_command_buffer_mgr->SubmitCommandBuffer(
true, m_image_available_semaphore, m_rendering_finished_semaphore,
m_swap_chain->GetSwapChain(), m_swap_chain->GetCurrentImageIndex());
BeginFrame();
}
void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
const TargetRectangle& src_rect, const Texture2D* src_tex)
void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc)
{
const TargetRectangle target_rc = GetTargetRectangle();
VulkanPostProcessing* post_processor = static_cast<VulkanPostProcessing*>(m_post_processor.get());
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
TargetRectangle left_rect;
TargetRectangle right_rect;
std::tie(left_rect, right_rect) = ConvertStereoRectangle(dst_rect);
std::tie(left_rect, right_rect) = ConvertStereoRectangle(target_rc);
post_processor->BlitFromTexture(left_rect, src_rect, src_tex, 0, render_pass);
post_processor->BlitFromTexture(right_rect, src_rect, src_tex, 1, render_pass);
post_processor->BlitFromTexture(left_rect, rc,
static_cast<const VKTexture*>(texture)->GetRawTexIdentifier(),
0, m_swap_chain_render_pass);
post_processor->BlitFromTexture(right_rect, rc,
static_cast<const VKTexture*>(texture)->GetRawTexIdentifier(),
1, m_swap_chain_render_pass);
}
else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer)
{
post_processor->BlitFromTexture(dst_rect, src_rect, src_tex, -1, render_pass);
post_processor->BlitFromTexture(target_rc, rc,
static_cast<const VKTexture*>(texture)->GetRawTexIdentifier(),
-1, m_swap_chain_render_pass);
}
else
{
post_processor->BlitFromTexture(dst_rect, src_rect, src_tex, 0, render_pass);
post_processor->BlitFromTexture(target_rc, rc,
static_cast<const VKTexture*>(texture)->GetRawTexIdentifier(),
0, m_swap_chain_render_pass);
}
// The post-processor uses the old-style Vulkan draws, which mess with the tracked state.
StateTracker::GetInstance()->SetPendingRebind();
}
void Renderer::CheckForSurfaceChange()
@ -766,36 +731,20 @@ void Renderer::CheckForSurfaceResize()
OnSwapChainResized();
}
void Renderer::CheckForConfigChanges()
void Renderer::OnConfigChanged(u32 bits)
{
// Save the video config so we can compare against to determine which settings have changed.
const u32 old_multisamples = g_ActiveConfig.iMultisamples;
const int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
const bool old_force_filtering = g_ActiveConfig.bForceFiltering;
// Copy g_Config to g_ActiveConfig.
// NOTE: This can potentially race with the UI thread, however if it does, the changes will be
// delayed until the next time CheckForConfigChanges is called.
UpdateActiveConfig();
// Determine which (if any) settings have changed.
const bool multisamples_changed = old_multisamples != g_ActiveConfig.iMultisamples;
const bool anisotropy_changed = old_anisotropy != g_ActiveConfig.iMaxAnisotropy;
const bool force_texture_filtering_changed =
old_force_filtering != g_ActiveConfig.bForceFiltering;
// Update texture cache settings with any changed options.
TextureCache::GetInstance()->OnConfigChanged(g_ActiveConfig);
// Handle settings that can cause the EFB framebuffer to change.
if (CalculateTargetSize() || multisamples_changed)
if (bits & CONFIG_CHANGE_BIT_TARGET_SIZE)
RecreateEFBFramebuffer();
// MSAA samples changed, we need to recreate the EFB render pass.
// If the stereoscopy mode changed, we need to recreate the buffers as well.
// SSAA changed on/off, we have to recompile shaders.
// Changing stereoscopy from off<->on also requires shaders to be recompiled.
if (CheckForHostConfigChanges())
if (bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
{
RecreateEFBFramebuffer();
RecompileShaders();
@ -805,22 +754,21 @@ void Renderer::CheckForConfigChanges()
}
// For vsync, we need to change the present mode, which means recreating the swap chain.
if (m_swap_chain && g_ActiveConfig.IsVSync() != m_swap_chain->IsVSyncEnabled())
if (m_swap_chain && bits & CONFIG_CHANGE_BIT_VSYNC)
{
g_command_buffer_mgr->WaitForGPUIdle();
m_swap_chain->SetVSync(g_ActiveConfig.IsVSync());
}
// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
if (m_swap_chain &&
(g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer) != m_swap_chain->IsStereoEnabled())
if (m_swap_chain && bits & CONFIG_CHANGE_BIT_STEREO_MODE)
{
g_command_buffer_mgr->WaitForGPUIdle();
m_swap_chain->RecreateSwapChain();
}
// Wipe sampler cache if force texture filtering or anisotropy changes.
if (anisotropy_changed || force_texture_filtering_changed)
if (bits & (CONFIG_CHANGE_BIT_ANISOTROPY | CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING))
ResetSamplerStates();
// Check for a changed post-processing shader and recompile if needed.

View File

@ -60,8 +60,9 @@ public:
void BBoxWrite(int index, u16 value) override;
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks) override;
void Flush() override;
void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) override;
void OnConfigChanged(u32 bits) override;
void ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable, bool z_enable,
u32 color, u32 z) override;
@ -88,6 +89,8 @@ public:
float far_depth) override;
void Draw(u32 base_vertex, u32 num_vertices) override;
void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
void BindBackbuffer(const ClearColor& clear_color = {}) override;
void PresentBackbuffer() override;
private:
bool CreateSemaphores();
@ -97,7 +100,6 @@ private:
void CheckForSurfaceChange();
void CheckForSurfaceResize();
void CheckForConfigChanges();
void ResetSamplerStates();
@ -110,13 +112,6 @@ private:
bool CompileShaders();
void DestroyShaders();
// Draw the frame, as well as the OSD to the swap chain.
void DrawScreen(VKTexture* xfb_texture, const EFBRectangle& xfb_region);
// Copies/scales an image to the currently-bound framebuffer.
void BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
const TargetRectangle& src_rect, const Texture2D* src_tex);
std::tuple<VkBuffer, u32> UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
VkSemaphore m_image_available_semaphore = VK_NULL_HANDLE;

View File

@ -91,9 +91,6 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height, float backbuffer
CalculateTargetSize();
m_aspect_wide = SConfig::GetInstance().bWii && Config::Get(Config::SYSCONF_WIDESCREEN);
m_last_host_config_bits = ShaderHostConfig::GetCurrent().bits;
m_last_efb_multisamples = g_ActiveConfig.iMultisamples;
}
Renderer::~Renderer() = default;
@ -239,24 +236,56 @@ void Renderer::SaveScreenshot(const std::string& filename, bool wait_for_complet
}
}
bool Renderer::CheckForHostConfigChanges()
void Renderer::CheckForConfigChanges()
{
const ShaderHostConfig old_shader_host_config = ShaderHostConfig::GetCurrent();
const StereoMode old_stereo = g_ActiveConfig.stereo_mode;
const u32 old_multisamples = g_ActiveConfig.iMultisamples;
const int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
const bool old_force_filtering = g_ActiveConfig.bForceFiltering;
const bool old_vsync = g_ActiveConfig.IsVSync();
const bool old_bbox = g_ActiveConfig.bBBoxEnable;
UpdateActiveConfig();
// Update texture cache settings with any changed options.
g_texture_cache->OnConfigChanged(g_ActiveConfig);
// Determine which (if any) settings have changed.
ShaderHostConfig new_host_config = ShaderHostConfig::GetCurrent();
if (new_host_config.bits == m_last_host_config_bits &&
m_last_efb_multisamples == g_ActiveConfig.iMultisamples)
u32 changed_bits = 0;
if (old_shader_host_config.bits != new_host_config.bits)
changed_bits |= CONFIG_CHANGE_BIT_HOST_CONFIG;
if (old_stereo != g_ActiveConfig.stereo_mode)
changed_bits |= CONFIG_CHANGE_BIT_STEREO_MODE;
if (old_multisamples != g_ActiveConfig.iMultisamples)
changed_bits |= CONFIG_CHANGE_BIT_MULTISAMPLES;
if (old_anisotropy != g_ActiveConfig.iMaxAnisotropy)
changed_bits |= CONFIG_CHANGE_BIT_ANISOTROPY;
if (old_force_filtering != g_ActiveConfig.bForceFiltering)
changed_bits |= CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING;
if (old_vsync != g_ActiveConfig.IsVSync())
changed_bits |= CONFIG_CHANGE_BIT_VSYNC;
if (old_bbox != g_ActiveConfig.bBBoxEnable)
changed_bits |= CONFIG_CHANGE_BIT_BBOX;
if (CalculateTargetSize())
changed_bits |= CONFIG_CHANGE_BIT_TARGET_SIZE;
// No changes?
if (changed_bits == 0)
return;
// Notify the backend of the changes, if any.
OnConfigChanged(changed_bits);
// Reload shaders if host config has changed.
if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
{
return false;
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
SetPipeline(nullptr);
g_vertex_manager->InvalidatePipelineObject();
g_shader_cache->SetHostConfig(new_host_config, g_ActiveConfig.iMultisamples);
}
m_last_host_config_bits = new_host_config.bits;
m_last_efb_multisamples = g_ActiveConfig.iMultisamples;
// Reload shaders.
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
SetPipeline(nullptr);
g_vertex_manager->InvalidatePipelineObject();
g_shader_cache->SetHostConfig(new_host_config, g_ActiveConfig.iMultisamples);
return true;
}
// Create On-Screen-Messages
@ -754,6 +783,8 @@ void Renderer::ShutdownImGui()
void Renderer::BeginImGuiFrame()
{
std::unique_lock<std::mutex> imgui_lock(m_imgui_mutex);
const u64 current_time_us = Common::Timer::GetTimeUs();
const u64 time_diff_us = current_time_us - m_imgui_last_frame_time;
const float time_diff_secs = static_cast<float>(time_diff_us / 1000000.0);
@ -768,12 +799,17 @@ void Renderer::BeginImGuiFrame()
ImGui::NewFrame();
}
void Renderer::DrawImGui()
void Renderer::RenderImGui()
{
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
if (!draw_data)
return;
SetViewport(0.0f, 0.0f, static_cast<float>(m_backbuffer_width),
static_cast<float>(m_backbuffer_height), 0.0f, 1.0f);
// Uniform buffer for draws.
struct ImGuiUbo
{
@ -783,8 +819,9 @@ void Renderer::DrawImGui()
ImGuiUbo ubo = {{1.0f / m_backbuffer_width * 2.0f, 1.0f / m_backbuffer_height * 2.0f}};
// Set up common state for drawing.
g_vertex_manager->UploadUtilityUniforms(&ubo, sizeof(ubo));
SetPipeline(m_imgui_pipeline.get());
SetSamplerState(0, RenderState::GetPointSamplerState());
g_vertex_manager->UploadUtilityUniforms(&ubo, sizeof(ubo));
for (int i = 0; i < draw_data->CmdListsCount; i++)
{
@ -805,7 +842,6 @@ void Renderer::DrawImGui()
continue;
}
SetPipeline(m_imgui_pipeline.get());
SetScissorRect(MathUtil::Rectangle<int>(
static_cast<int>(cmd.ClipRect.x), static_cast<int>(cmd.ClipRect.y),
static_cast<int>(cmd.ClipRect.z), static_cast<int>(cmd.ClipRect.w)));
@ -821,13 +857,31 @@ std::unique_lock<std::mutex> Renderer::GetImGuiLock()
return std::unique_lock<std::mutex>(m_imgui_mutex);
}
void Renderer::BeginUIFrame()
{
ResetAPIState();
BindBackbuffer({0.0f, 0.0f, 0.0f, 1.0f});
}
void Renderer::EndUIFrame()
{
{
auto lock = GetImGuiLock();
RenderImGui();
}
{
std::lock_guard<std::mutex> guard(m_swap_mutex);
PresentBackbuffer();
}
BeginImGuiFrame();
RestoreAPIState();
}
void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
u64 ticks)
{
// Hold the imgui lock while we're presenting.
// It's only to prevent races on inputs anyway, at this point.
std::unique_lock<std::mutex> imgui_lock(m_imgui_mutex);
const AspectMode suggested = g_ActiveConfig.suggested_aspect_mode;
if (suggested == AspectMode::Analog || suggested == AspectMode::AnalogWide)
{
@ -892,16 +946,27 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
// with the loader, and it has not been unmapped yet. Force a pipeline flush to avoid this.
g_vertex_manager->Flush();
// Draw any imgui overlays we have. Note that "draw" here means "create commands", the actual
// draw calls don't get issued until DrawImGui is called, which happens in SwapImpl.
DrawDebugText();
OSD::DrawMessages();
ImGui::Render();
// Render the XFB to the screen.
ResetAPIState();
BindBackbuffer({0.0f, 0.0f, 0.0f, 1.0f});
UpdateDrawRectangle();
RenderXFBToScreen(xfb_entry->texture.get(), xfb_rect);
// TODO: merge more generic parts into VideoCommon
// Hold the imgui lock while we're presenting.
// It's only to prevent races on inputs anyway, at this point.
{
auto lock = GetImGuiLock();
DrawDebugText();
OSD::DrawMessages();
RenderImGui();
}
// Present to the window system.
{
std::lock_guard<std::mutex> guard(m_swap_mutex);
g_renderer->SwapImpl(xfb_entry->texture.get(), xfb_rect, ticks);
PresentBackbuffer();
}
// Update the window size based on the frame that was just rendered.
@ -923,10 +988,9 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
GFX_DEBUGGER_PAUSE_AT(NEXT_FRAME, true);
// Begin new frame
// Set default viewport and scissor, for the clear to work correctly
// New frame
stats.ResetFrame();
g_shader_cache->RetrieveAsyncShaders();
BeginImGuiFrame();
// We invalidate the pipeline object at the start of the frame.
// This is for the rare case where only a single pipeline configuration is used,
@ -938,7 +1002,14 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
// rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending copies.
g_texture_cache->FlushEFBCopies();
BeginImGuiFrame();
// Remove stale EFB/XFB copies.
g_texture_cache->Cleanup(frameCount);
// Handle any config changes, this gets propogated to the backend.
CheckForConfigChanges();
g_Config.iSaveTargetId = 0;
RestoreAPIState();
Core::Callback_VideoCopiedToXFB(true);
}

View File

@ -109,6 +109,14 @@ public:
virtual void Draw(u32 base_vertex, u32 num_vertices) {}
virtual void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) {}
// Binds the backbuffer for rendering. The buffer will be cleared immediately after binding.
// This is where any window size changes are detected, therefore m_backbuffer_width and/or
// m_backbuffer_height may change after this function returns.
virtual void BindBackbuffer(const ClearColor& clear_color = {}) {}
// Presents the backbuffer to the window system, or "swaps buffers".
virtual void PresentBackbuffer() {}
// Shader modules/objects.
virtual std::unique_ptr<AbstractShader>
CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) = 0;
@ -173,11 +181,18 @@ public:
virtual u16 BBoxRead(int index) = 0;
virtual void BBoxWrite(int index, u16 value) = 0;
virtual void Flush() {}
// Finish up the current frame, print some stats
void Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
u64 ticks);
virtual void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks) = 0;
virtual void Flush() {}
// Draws the specified XFB buffer to the screen, performing any post-processing.
// Assumes that the backbuffer has already been bound and cleared.
virtual void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) {}
// Called when the configuration changes, and backend structures need to be updated.
virtual void OnConfigChanged(u32 bits) {}
PEControl::PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
void StorePixelFormat(PEControl::PixelFormat new_format) { m_prev_efb_format = new_format; }
@ -195,23 +210,43 @@ public:
// as the drawing is tied to a "frame".
std::unique_lock<std::mutex> GetImGuiLock();
// Begins/presents a "UI frame". UI frames do not draw any of the console XFB, but this could
// change in the future.
void BeginUIFrame();
void EndUIFrame();
protected:
// Bitmask containing information about which configuration has changed for the backend.
enum ConfigChangeBits : u32
{
CONFIG_CHANGE_BIT_HOST_CONFIG = (1 << 0),
CONFIG_CHANGE_BIT_MULTISAMPLES = (1 << 1),
CONFIG_CHANGE_BIT_STEREO_MODE = (1 << 2),
CONFIG_CHANGE_BIT_TARGET_SIZE = (1 << 3),
CONFIG_CHANGE_BIT_ANISOTROPY = (1 << 4),
CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING = (1 << 5),
CONFIG_CHANGE_BIT_VSYNC = (1 << 6),
CONFIG_CHANGE_BIT_BBOX = (1 << 7)
};
std::tuple<int, int> CalculateTargetScale(int x, int y) const;
bool CalculateTargetSize();
bool CheckForHostConfigChanges();
void CheckForConfigChanges();
void CheckFifoRecording();
void RecordVideoMemory();
// Renders ImGui windows to the currently-bound framebuffer.
void DrawImGui();
// Sets up ImGui state for the next frame.
// This function itself acquires the ImGui lock, so it should not be held.
void BeginImGuiFrame();
// Destroys all ImGui GPU resources, must do before shutdown.
void ShutdownImGui();
// Sets up ImGui state for the next frame.
void BeginImGuiFrame();
// Renders ImGui windows to the currently-bound framebuffer.
// Should be called with the ImGui lock held.
void RenderImGui();
// TODO: Remove the width/height parameters once we make the EFB an abstract framebuffer.
const AbstractFramebuffer* m_current_framebuffer = nullptr;
@ -244,9 +279,6 @@ protected:
Common::Flag m_surface_resized;
std::mutex m_swap_mutex;
u32 m_last_host_config_bits = 0;
u32 m_last_efb_multisamples = 1;
// ImGui resources.
std::unique_ptr<NativeVertexFormat> m_imgui_vertex_format;
std::vector<std::unique_ptr<AbstractTexture>> m_imgui_textures;