Protect savestates while the threaded software renderer is running (#1864)
* First crack at ensuring the render thread doesn't touch GPU state while it's being serialized * Get rid of the semaphore wait * Add some extra fields into GPU3D's serialization * Oops, TempVertexBuffer is already serialized * Move vertex serialization into its own method * Lock the GPU3D state when rendering on the render thread or serializing it * Revert "Lock the GPU3D state when rendering on the render thread or serializing it" This reverts commit2f49a551c1
. * Add comments that describe the synchronization within GPU3D_Soft - I need to understand it before I can solve my actual problem - Now I do * Revert "Revert "Lock the GPU3D state when rendering on the render thread or serializing it"" This reverts commit1977566a6d
. * Let's try locking the GPU3D state throughout NDS::RunFrame - Just to see what happens * Slim down the lock's scope * Narrow the lock's scope some more * Remove the lock entirely * Try protecting the GPU3D state with just a mutex - I'll clean this up once I know it works * Remove a duplicate method definition * Add a missing `noexcept` specifier * Remove an unused function * Cut some non-hardware state from `GPU3D`'s savestate * Assume that the next frame after loading a savestate won't be identical * Actually, it _is_ worth it * Don't serialize the clip matrix - It's recalculated anyway * Serialize `RenderPolygonRAM` as an array of indexes * Clean up some comments - I liked the dialogue style, but oh well * Try restarting the render thread instead of using the lock - Let's see what happens * Put the lock back * Fix some polygon and vertex indexes being saved incorrectly - Taking the difference between two pointers results in the number of elements, not the number of bytes * Remove `SoftRenderer::StateBusy` since it turns out we don't need it - The real synchronization was the friends we made along the way
This commit is contained in:
parent
f68f55d002
commit
8143f54956
107
src/GPU3D.cpp
107
src/GPU3D.cpp
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@ -146,6 +146,19 @@ GPU3D::GPU3D(melonDS::NDS& nds, std::unique_ptr<Renderer3D>&& renderer) noexcept
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{
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}
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void Vertex::DoSavestate(Savestate* file) noexcept
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{
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file->VarArray(Position, sizeof(Position));
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file->VarArray(Color, sizeof(Color));
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file->VarArray(TexCoords, sizeof(TexCoords));
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file->Bool32(&Clipped);
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file->VarArray(FinalPosition, sizeof(FinalPosition));
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file->VarArray(FinalColor, sizeof(FinalColor));
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file->VarArray(HiresPosition, sizeof(HiresPosition));
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}
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void GPU3D::SetCurrentRenderer(std::unique_ptr<Renderer3D>&& renderer) noexcept
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{
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CurrentRenderer = std::move(renderer);
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@ -297,6 +310,12 @@ void GPU3D::DoSavestate(Savestate* file) noexcept
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{
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file->Section("GP3D");
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SoftRenderer* softRenderer = dynamic_cast<SoftRenderer*>(CurrentRenderer.get());
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if (softRenderer && softRenderer->IsThreaded())
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{
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softRenderer->SetupRenderThread(NDS.GPU);
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}
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CmdFIFO.DoSavestate(file);
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CmdPIPE.DoSavestate(file);
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@ -372,33 +391,21 @@ void GPU3D::DoSavestate(Savestate* file) noexcept
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file->Var32(&VertexNumInPoly);
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file->Var32(&NumConsecutivePolygons);
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for (int i = 0; i < 4; i++)
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for (Vertex& vtx : TempVertexBuffer)
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{
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Vertex* vtx = &TempVertexBuffer[i];
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file->VarArray(vtx->Position, sizeof(s32)*4);
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file->VarArray(vtx->Color, sizeof(s32)*3);
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file->VarArray(vtx->TexCoords, sizeof(s16)*2);
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file->Bool32(&vtx->Clipped);
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file->VarArray(vtx->FinalPosition, sizeof(s32)*2);
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file->VarArray(vtx->FinalColor, sizeof(s32)*3);
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vtx.DoSavestate(file);
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}
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if (file->Saving)
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{
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u32 id;
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if (LastStripPolygon) id = (u32)((LastStripPolygon - (&PolygonRAM[0])) / sizeof(Polygon));
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else id = -1;
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file->Var32(&id);
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u32 index = LastStripPolygon ? (u32)(LastStripPolygon - &PolygonRAM[0]) : UINT32_MAX;
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file->Var32(&index);
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}
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else
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{
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u32 id;
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file->Var32(&id);
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if (id == 0xFFFFFFFF) LastStripPolygon = NULL;
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else LastStripPolygon = &PolygonRAM[id];
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u32 index = UINT32_MAX;
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file->Var32(&index);
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LastStripPolygon = (index == UINT32_MAX) ? nullptr : &PolygonRAM[index];
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}
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file->Var32(&CurRAMBank);
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@ -409,18 +416,9 @@ void GPU3D::DoSavestate(Savestate* file) noexcept
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file->Var32(&FlushRequest);
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file->Var32(&FlushAttributes);
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for (int i = 0; i < 6144*2; i++)
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for (Vertex& vtx : VertexRAM)
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{
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Vertex* vtx = &VertexRAM[i];
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file->VarArray(vtx->Position, sizeof(s32)*4);
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file->VarArray(vtx->Color, sizeof(s32)*3);
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file->VarArray(vtx->TexCoords, sizeof(s16)*2);
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file->Bool32(&vtx->Clipped);
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file->VarArray(vtx->FinalPosition, sizeof(s32)*2);
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file->VarArray(vtx->FinalColor, sizeof(s32)*3);
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vtx.DoSavestate(file);
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}
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for(int i = 0; i < 2048*2; i++)
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@ -434,20 +432,17 @@ void GPU3D::DoSavestate(Savestate* file) noexcept
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for (int j = 0; j < 10; j++)
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{
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Vertex* ptr = poly->Vertices[j];
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u32 id;
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if (ptr) id = (u32)((ptr - (&VertexRAM[0])) / sizeof(Vertex));
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else id = -1;
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file->Var32(&id);
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u32 index = ptr ? (u32)(ptr - &VertexRAM[0]) : UINT32_MAX;
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file->Var32(&index);
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}
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}
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else
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{
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for (int j = 0; j < 10; j++)
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{
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u32 id = -1;
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file->Var32(&id);
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if (id == 0xFFFFFFFF) poly->Vertices[j] = NULL;
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else poly->Vertices[j] = &VertexRAM[id];
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u32 index = UINT32_MAX;
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file->Var32(&index);
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poly->Vertices[j] = index == UINT32_MAX ? nullptr : &VertexRAM[index];
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}
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}
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@ -495,7 +490,6 @@ void GPU3D::DoSavestate(Savestate* file) noexcept
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}
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}
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// probably not worth storing the vblank-latched Renderxxxxxx variables
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CmdStallQueue.DoSavestate(file);
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file->Var32((u32*)&VertexPipeline);
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@ -511,10 +505,27 @@ void GPU3D::DoSavestate(Savestate* file) noexcept
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CurVertexRAM = &VertexRAM[CurRAMBank ? 6144 : 0];
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CurPolygonRAM = &PolygonRAM[CurRAMBank ? 2048 : 0];
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}
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// better safe than sorry, I guess
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// might cause a blank frame but atleast it won't shit itself
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RenderNumPolygons = 0;
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file->Var32(&RenderNumPolygons);
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if (file->Saving)
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{
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for (const Polygon* p : RenderPolygonRAM)
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{
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u32 index = p ? (p - &PolygonRAM[0]) : UINT32_MAX;
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file->Var32(&index);
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}
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}
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else
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{
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for (int i = 0; i < RenderPolygonRAM.size(); ++i)
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{
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u32 index = UINT32_MAX;
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file->Var32(&index);
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RenderPolygonRAM[i] = index == UINT32_MAX ? nullptr : &PolygonRAM[index];
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}
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}
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file->VarArray(CurVertex, sizeof(s16)*3);
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file->VarArray(ShininessTable, 128*sizeof(u8));
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file->Bool32(&AbortFrame);
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file->Bool32(&GeometryEnabled);
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file->Bool32(&RenderingEnabled);
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file->Var32(&PolygonMode);
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file->Var32(&PolygonAttr);
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file->Var32(&CurPolygonAttr);
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file->Var32(&TexParam);
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file->Var32(&TexPalette);
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RenderFrameIdentical = false;
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if (softRenderer && softRenderer->IsThreaded())
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{
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softRenderer->EnableRenderThread();
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}
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}
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@ -47,6 +47,7 @@ struct Vertex
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// TODO maybe: hi-res color? (that survives clipping)
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s32 HiresPosition[2];
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void DoSavestate(Savestate* file) noexcept;
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};
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struct Polygon
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@ -78,6 +79,7 @@ struct Polygon
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u32 SortKey;
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void DoSavestate(Savestate* file) noexcept;
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};
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class Renderer3D;
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u32 RenderClearAttr1 = 0;
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u32 RenderClearAttr2 = 0;
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bool RenderFrameIdentical = false;
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bool RenderFrameIdentical = false; // not part of the hardware state, don't serialize
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bool AbortFrame = false;
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u32 FlushRequest = 0;
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u32 FlushAttributes = 0;
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u32 ScrolledLine[256];
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u32 ScrolledLine[256]; // not part of the hardware state, don't serialize
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};
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class Renderer3D
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@ -34,8 +34,11 @@ void SoftRenderer::StopRenderThread()
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{
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if (RenderThreadRunning.load(std::memory_order_relaxed))
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{
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// Tell the render thread to stop drawing new frames, and finish up the current one.
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RenderThreadRunning = false;
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Platform::Semaphore_Post(Sema_RenderStart);
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Platform::Thread_Wait(RenderThread);
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Platform::Thread_Free(RenderThread);
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RenderThread = nullptr;
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if (Threaded)
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{
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if (!RenderThreadRunning.load(std::memory_order_relaxed))
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{
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RenderThreadRunning = true;
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{ // If the render thread isn't already running...
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RenderThreadRunning = true; // "Time for work, render thread!"
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RenderThread = Platform::Thread_Create([this, &gpu]() {
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RenderThreadFunc(gpu);
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});
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}
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// otherwise more than one frame can be queued up at once
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// "Be on standby, but don't start rendering until I tell you to!"
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Platform::Semaphore_Reset(Sema_RenderStart);
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// "Oh, sorry, were you already in the middle of a frame from the last iteration?"
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if (RenderThreadRendering)
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// "Tell me when you're done, I'll wait here."
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Platform::Semaphore_Wait(Sema_RenderDone);
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Platform::Semaphore_Reset(Sema_RenderDone);
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Platform::Semaphore_Reset(Sema_RenderStart);
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Platform::Semaphore_Reset(Sema_ScanlineCount);
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// "All good? Okay, let me give you your training."
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// "(Maybe you're still the same thread, but I have to tell you this stuff anyway.)"
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Platform::Semaphore_Post(Sema_RenderStart);
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// "This is the signal you'll send when you're done with a frame."
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// "I'll listen for it when I need to show something to the frontend."
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Platform::Semaphore_Reset(Sema_RenderDone);
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// "This is the signal I'll send when I want you to start rendering."
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// "Don't do anything until you get the message."
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Platform::Semaphore_Reset(Sema_RenderStart);
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// "This is the signal you'll send every time you finish drawing a line."
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// "I might need some of your scanlines before you finish the whole buffer,"
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// "so let me know as soon as you're done with each one."
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Platform::Semaphore_Reset(Sema_ScanlineCount);
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}
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else
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{
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}
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}
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void SoftRenderer::EnableRenderThread()
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{
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if (Threaded && Sema_RenderStart)
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{
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Platform::Semaphore_Post(Sema_RenderStart);
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}
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}
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SoftRenderer::SoftRenderer(bool threaded) noexcept
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: Renderer3D(false), Threaded(threaded)
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PrevIsShadowMask = false;
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SetupRenderThread(gpu);
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EnableRenderThread();
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}
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void SoftRenderer::SetThreaded(bool threaded, GPU& gpu) noexcept
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{
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Threaded = threaded;
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SetupRenderThread(gpu);
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EnableRenderThread();
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}
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}
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ScanlineFinalPass(gpu.GPU3D, y-1);
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if (threaded)
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// Notify the main thread that we're done with a scanline.
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Platform::Semaphore_Post(Sema_ScanlineCount);
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}
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ScanlineFinalPass(gpu.GPU3D, 191);
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if (threaded)
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// If this renderer is threaded, notify the main thread that we're done with the frame.
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Platform::Semaphore_Post(Sema_ScanlineCount);
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}
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@ -1719,6 +1745,7 @@ void SoftRenderer::RenderFrame(GPU& gpu)
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if (RenderThreadRunning.load(std::memory_order_relaxed))
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{
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// "Render thread, you're up! Get moving."
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Platform::Semaphore_Post(Sema_RenderStart);
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}
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else if (!FrameIdentical)
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void SoftRenderer::RestartFrame(GPU& gpu)
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{
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SetupRenderThread(gpu);
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EnableRenderThread();
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}
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void SoftRenderer::RenderThreadFunc(GPU& gpu)
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{
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for (;;)
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{
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// Wait for a notice from the main thread to start rendering (or to stop entirely).
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Platform::Semaphore_Wait(Sema_RenderStart);
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if (!RenderThreadRunning) return;
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// Protect the GPU state from the main thread.
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// Some melonDS frontends (though not ours)
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// will repeatedly save or load states;
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// if they do so while the render thread is busy here,
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// the ensuing race conditions may cause a crash
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// (since some of the GPU state includes pointers).
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RenderThreadRendering = true;
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if (FrameIdentical)
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{
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{ // If no rendering is needed, just say we're done.
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Platform::Semaphore_Post(Sema_ScanlineCount, 192);
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}
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else
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RenderPolygons(gpu, true, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
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}
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// Tell the main thread that we're done rendering
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// and that it's safe to access the GPU state again.
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Platform::Semaphore_Post(Sema_RenderDone);
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RenderThreadRendering = false;
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}
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}
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@ -1761,6 +1799,9 @@ u32* SoftRenderer::GetLine(int line)
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if (RenderThreadRunning.load(std::memory_order_relaxed))
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{
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if (line < 192)
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// We need a scanline, so let's wait for the render thread to finish it.
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// (both threads process scanlines from top-to-bottom,
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// so we don't need to wait for a specific row)
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Platform::Semaphore_Wait(Sema_ScanlineCount);
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}
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@ -42,8 +42,10 @@ public:
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u32* GetLine(int line) override;
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void SetupRenderThread(GPU& gpu);
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void EnableRenderThread();
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void StopRenderThread();
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private:
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friend void GPU3D::DoSavestate(Savestate* file) noexcept;
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// Notes on the interpolator:
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//
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// This is a theory on how the DS hardware interpolates values. It matches hardware output
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@ -506,8 +508,15 @@ private:
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Platform::Thread* RenderThread;
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std::atomic_bool RenderThreadRunning;
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std::atomic_bool RenderThreadRendering;
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// Used by the main thread to tell the render thread to start rendering a frame
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Platform::Semaphore* Sema_RenderStart;
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// Used by the render thread to tell the main thread that it's done rendering a frame
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Platform::Semaphore* Sema_RenderDone;
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// Used to allow the main thread to read some scanlines
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// before (the 3D portion of) the entire frame is rasterized.
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Platform::Semaphore* Sema_ScanlineCount;
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};
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}
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@ -24,7 +24,7 @@
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#include <stdio.h>
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#include "types.h"
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#define SAVESTATE_MAJOR 11
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#define SAVESTATE_MAJOR 12
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#define SAVESTATE_MINOR 1
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namespace melonDS
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Loading…
Reference in New Issue