Revert "Lock the GPU3D state when rendering on the render thread or serializing it"
This reverts commit 2f49a551c1
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parent
2f49a551c1
commit
1977566a6d
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@ -275,7 +275,6 @@ u32 RenderNumPolygons;
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u32 FlushRequest;
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u32 FlushAttributes;
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Platform::Mutex* StateLock;
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std::unique_ptr<GPU3D::Renderer3D> CurrentRenderer = {};
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bool AbortFrame;
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@ -295,22 +294,12 @@ void Vertex::DoSavestate(Savestate* file) noexcept
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bool Init()
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{
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if (StateLock)
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{
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Platform::Mutex_Free(StateLock);
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}
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StateLock = Platform::Mutex_Create();
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return true;
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}
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void DeInit()
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{
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CurrentRenderer = nullptr;
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if (StateLock)
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{
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Platform::Mutex_Free(StateLock);
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StateLock = nullptr;
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}
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}
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void ResetRenderingState()
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@ -421,7 +410,6 @@ void DoSavestate(Savestate* file)
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if (softRenderer && softRenderer->IsThreaded())
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{
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softRenderer->SetupRenderThread();
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Platform::Mutex_Lock(StateLock);
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}
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CmdFIFO.DoSavestate(file);
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@ -655,7 +643,6 @@ void DoSavestate(Savestate* file)
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file->Var32(&TexPalette);
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if (softRenderer && softRenderer->IsThreaded())
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{
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Platform::Mutex_Unlock(StateLock);
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softRenderer->EnableRenderThread();
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}
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}
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@ -1736,7 +1736,6 @@ void SoftRenderer::RestartFrame()
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EnableRenderThread();
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}
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extern Platform::Mutex* StateLock;
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void SoftRenderer::RenderThreadFunc()
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{
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for (;;)
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@ -1751,10 +1750,8 @@ void SoftRenderer::RenderThreadFunc()
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}
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else
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{
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Platform::Mutex_Lock(StateLock);
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ClearBuffers();
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RenderPolygons(true, &RenderPolygonRAM[0], RenderNumPolygons);
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Platform::Mutex_Unlock(StateLock);
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}
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Platform::Semaphore_Post(Sema_RenderDone);
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