Swapping.
This commit is contained in:
parent
fa0dfa4dce
commit
f438ae1bfd
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@ -33,6 +33,10 @@ Win32Loop::Win32Loop() : thread_id_(0) {
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poly::threading::set_name("Win32 Loop");
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thread_id_ = GetCurrentThreadId();
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// Make a Win32 call to enable the thread queue.
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MSG msg;
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PeekMessage(&msg, NULL, WM_USER, WM_USER, PM_NOREMOVE);
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init_fence.Signal();
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ThreadMain();
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@ -68,9 +72,11 @@ void Win32Loop::ThreadMain() {
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void Win32Loop::Post(std::function<void()> fn) {
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assert_true(thread_id_ != 0);
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PostThreadMessage(thread_id_, kWmWin32LoopPost,
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reinterpret_cast<WPARAM>(this),
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reinterpret_cast<LPARAM>(new PostedFn(std::move(fn))));
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if (!PostThreadMessage(
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thread_id_, kWmWin32LoopPost, reinterpret_cast<WPARAM>(this),
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reinterpret_cast<LPARAM>(new PostedFn(std::move(fn))))) {
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assert_always("Unable to post message to thread queue");
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}
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}
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void Win32Loop::Quit() {
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@ -79,9 +85,7 @@ void Win32Loop::Quit() {
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reinterpret_cast<WPARAM>(this), 0);
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}
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void Win32Loop::AwaitQuit() {
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quit_fence_.Wait();
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}
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void Win32Loop::AwaitQuit() { quit_fence_.Wait(); }
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} // namespace win32
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} // namespace ui
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@ -13,6 +13,7 @@
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#include <poly/logging.h>
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#include <poly/math.h>
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#include <xenia/gpu/gl4/gl4_gpu-private.h>
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#include <xenia/gpu/gl4/gl4_graphics_system.h>
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#include <xenia/gpu/gpu-private.h>
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#include <xenia/gpu/xenos.h>
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@ -28,7 +29,9 @@ namespace gl4 {
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using namespace xe::gpu::xenos;
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extern "C" extern "C" GLEWContext* glewGetContext();
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extern "C" GLEWContext* glewGetContext();
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const GLuint kAnyTarget = UINT_MAX;
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CommandProcessor::CommandProcessor(GL4GraphicsSystem* graphics_system)
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: memory_(graphics_system->memory()),
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@ -48,7 +51,8 @@ CommandProcessor::CommandProcessor(GL4GraphicsSystem* graphics_system)
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bin_select_(0xFFFFFFFFull),
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bin_mask_(0xFFFFFFFFull),
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active_vertex_shader_(nullptr),
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active_pixel_shader_(nullptr) {
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active_pixel_shader_(nullptr),
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active_framebuffer_(nullptr) {
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std::memset(&draw_command_, 0, sizeof(draw_command_));
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LARGE_INTEGER perf_counter;
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QueryPerformanceCounter(&perf_counter);
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@ -70,7 +74,6 @@ bool CommandProcessor::Initialize(std::unique_ptr<GLContext> context) {
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worker_thread_ = std::thread([this]() {
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poly::threading::set_name("GL4 Worker");
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xe::Profiler::ThreadEnter("GL4 Worker");
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context_->MakeCurrent();
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WorkerMain();
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xe::Profiler::ThreadExit();
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});
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@ -89,6 +92,7 @@ void CommandProcessor::Shutdown() {
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}
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void CommandProcessor::WorkerMain() {
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context_->MakeCurrent();
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if (!SetupGL()) {
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PFATAL("Unable to setup command processor GL state");
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return;
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@ -106,9 +110,11 @@ void CommandProcessor::WorkerMain() {
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const int wait_time_ms = 5;
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if (WaitForSingleObject(write_ptr_index_event_, wait_time_ms) ==
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WAIT_TIMEOUT) {
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ReturnFromWait();
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write_ptr_index = write_ptr_index_.load();
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continue;
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}
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ReturnFromWait();
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}
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assert_true(read_ptr_index_ != write_ptr_index);
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@ -128,6 +134,7 @@ void CommandProcessor::WorkerMain() {
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}
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ShutdownGL();
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context_->ClearCurrent();
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}
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bool CommandProcessor::SetupGL() {
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@ -232,6 +239,16 @@ void CommandProcessor::PrepareForWait() {
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// synchronize here.
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// glFlush();
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glFinish();
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if (FLAGS_thread_safe_gl) {
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context_->ClearCurrent();
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}
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}
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void CommandProcessor::ReturnFromWait() {
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if (FLAGS_thread_safe_gl) {
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context_->MakeCurrent();
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}
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}
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class CommandProcessor::RingbufferReader {
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@ -588,6 +605,10 @@ bool CommandProcessor::ExecutePacketType3_XE_SWAP(RingbufferReader* reader,
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uint32_t packet_ptr,
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uint32_t packet,
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uint32_t count) {
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auto& regs = *register_file_;
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PLOGI("XE_SWAP");
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// Xenia-specific VdSwap hook.
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// VdSwap will post this to tell us we need to swap the screen/fire an
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// interrupt.
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@ -595,10 +616,36 @@ bool CommandProcessor::ExecutePacketType3_XE_SWAP(RingbufferReader* reader,
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// 63 words here, but only the first has any data.
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reader->TraceData(1);
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uint32_t frontbuffer_ptr = reader->Read();
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// TODO(benvanik): something with the frontbuffer ptr.
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reader->Advance(count - 1);
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if (swap_handler_) {
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swap_handler_();
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SwapParameters swap_params;
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// Lookup the framebuffer in the recently-resolved list.
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// TODO(benvanik): make this much more sophisticated.
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// TODO(benvanik): handle not found cases.
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// TODO(benvanik): handle dirty cases (resolved to sysmem, touched).
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// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// HACK: just use whatever our current framebuffer is.
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if (active_framebuffer_) {
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swap_params.framebuffer = active_framebuffer_->framebuffer;
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// TODO(benvanik): pick the right one?
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swap_params.attachment = GL_COLOR_ATTACHMENT0;
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} else {
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swap_params.framebuffer = 0;
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}
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// Guess frontbuffer dimensions.
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// Command buffer seems to set these right before the XE_SWAP.
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uint32_t window_scissor_tl = regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL].u32;
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uint32_t window_scissor_br = regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR].u32;
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swap_params.x = window_scissor_tl & 0x7FFF;
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swap_params.y = (window_scissor_tl >> 16) & 0x7FFF;
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swap_params.width = window_scissor_br & 0x7FFF - swap_params.x;
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swap_params.height = (window_scissor_br >> 16) & 0x7FFF - swap_params.y;
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PrepareForWait();
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swap_handler_(swap_params);
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ReturnFromWait();
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}
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return true;
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}
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@ -677,6 +724,7 @@ bool CommandProcessor::ExecutePacketType3_WAIT_REG_MEM(RingbufferReader* reader,
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if (wait >= 0x100) {
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PrepareForWait();
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Sleep(wait / 0x100);
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ReturnFromWait();
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} else {
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SwitchToThread();
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}
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@ -1077,18 +1125,21 @@ bool CommandProcessor::IssueDraw(DrawCommand* draw_command) {
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if (enable_mode == ModeControl::kIgnore) {
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// Ignored.
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return true;
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} else if (enable_mode == ModeControl::kCopy) {
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// Special copy handling.
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return IssueCopy(draw_command);
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}
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if (!UpdateRenderTargets(draw_command)) {
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PLOGE("Unable to setup render targets");
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return false;
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}
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if (enable_mode == ModeControl::kCopy) {
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// Special copy handling.
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return IssueCopy(draw_command);
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if (!active_framebuffer_) {
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// No framebuffer, so nothing we do will actually have an effect.
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// Treat it as a no-op.
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XETRACECP("No-op draw (no framebuffer set)");
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return true;
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}
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if (!UpdateState(draw_command)) {
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PLOGE("Unable to setup render state");
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return false;
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@ -1301,7 +1352,6 @@ bool CommandProcessor::UpdateState(DrawCommand* draw_command) {
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/* 3 */ GL_MAX,
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/* 4 */ GL_FUNC_REVERSE_SUBTRACT,
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};
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uint32_t color_mask = regs[XE_GPU_REG_RB_COLOR_MASK].u32;
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uint32_t blend_control[4] = {
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regs[XE_GPU_REG_RB_BLENDCONTROL_0].u32,
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regs[XE_GPU_REG_RB_BLENDCONTROL_1].u32,
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@ -1321,8 +1371,6 @@ bool CommandProcessor::UpdateState(DrawCommand* draw_command) {
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auto dest_blend_alpha = blend_map[(blend_control[n] & 0x1F000000) >> 24];
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// A2XX_RB_BLEND_CONTROL_ALPHA_COMB_FCN
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auto blend_op_alpha = blend_op_map[(blend_control[n] & 0x00E00000) >> 21];
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// A2XX_RB_COLOR_MASK_WRITE_*
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uint32_t write_mask = (color_mask >> (n * 4)) & 0xF;
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// A2XX_RB_COLORCONTROL_BLEND_DISABLE ?? Can't find this!
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// Just guess based on actions.
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bool blend_enable =
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@ -1443,34 +1491,78 @@ bool CommandProcessor::UpdateRenderTargets(DrawCommand* draw_command) {
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// Get/create all color render targets, if we are using them.
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// In depth-only mode we don't need them.
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GLuint color_targets[4] = {0, 0, 0, 0};
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GLenum draw_buffers[4] = {GL_NONE, GL_NONE, GL_NONE, GL_NONE};
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GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget};
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if (enable_mode == ModeControl::kColorDepth) {
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uint32_t color_info[4] = {
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regs[XE_GPU_REG_RB_COLOR_INFO].u32, regs[XE_GPU_REG_RB_COLOR1_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR2_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR3_INFO].u32,
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};
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// A2XX_RB_COLOR_MASK_WRITE_* == D3DRS_COLORWRITEENABLE
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uint32_t color_mask = regs[XE_GPU_REG_RB_COLOR_MASK].u32;
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for (int n = 0; n < poly::countof(color_info); n++) {
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uint32_t write_mask = (color_mask >> (n * 4)) & 0xF;
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if (!write_mask) {
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// Unused, so keep disabled and set to wildcard so we'll take any
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// framebuffer that has it.
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continue;
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}
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uint32_t color_base = color_info[n] & 0xFFF;
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auto color_format =
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static_cast<ColorRenderTargetFormat>((color_info[n] >> 16) & 0xF);
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color_targets[n] = GetColorRenderTarget(surface_pitch, surface_msaa,
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color_base, color_format);
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draw_buffers[n] = GL_COLOR_ATTACHMENT0 + n;
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glColorMaski(n, !!(write_mask & 0x1), !!(write_mask & 0x2),
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!!(write_mask & 0x4), !!(write_mask & 0x8));
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}
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}
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// Get/create depth buffer, but only if we are going to use it.
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uint32_t depth_control = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
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uint32_t stencil_ref_mask = regs[XE_GPU_REG_RB_STENCILREFMASK].u32;
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bool uses_depth =
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(depth_control & 0x00000002) || (depth_control & 0x00000004);
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uint32_t stencil_write_mask = (stencil_ref_mask & 0x00FF0000) >> 16;
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bool uses_stencil = (depth_control & 0x00000001) || (stencil_write_mask != 0);
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GLuint depth_target = kAnyTarget;
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if (uses_depth && uses_stencil) {
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uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
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uint32_t depth_base = depth_info & 0xFFF;
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auto depth_format =
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static_cast<DepthRenderTargetFormat>((depth_info >> 16) & 0x1);
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GLuint depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa,
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depth_base, depth_format);
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depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base,
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depth_format);
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// TODO(benvanik): when a game switches does it expect to keep the same
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// depth buffer contents?
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}
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// Get/create a framebuffer with the required targets.
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GLuint framebuffer = GetFramebuffer(color_targets, depth_target);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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// Note that none may be returned if we really don't need one.
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auto cached_framebuffer = GetFramebuffer(color_targets, depth_target);
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active_framebuffer_ = cached_framebuffer;
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if (!active_framebuffer_) {
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// Nothing to do.
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return true;
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}
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// Setup just the targets we want.
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glNamedFramebufferDrawBuffers(cached_framebuffer->framebuffer, 4,
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draw_buffers);
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// Make active.
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// TODO(benvanik): can we do this all named?
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// TODO(benvanik): do we want this on READ too?
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, cached_framebuffer->framebuffer);
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// TEST TEST TEST TEST TEST TEST TEST TEST TEST TEST
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// Pretend we are drawing.
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glEnable(GL_SCISSOR_TEST);
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glScissor(100, 100, 100, 100);
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float red[] = {rand() / (float)RAND_MAX, 0, 0, 1.0f};
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glClearNamedFramebufferfv(active_framebuffer_->framebuffer, GL_COLOR, 0, red);
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glDisable(GL_SCISSOR_TEST);
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return true;
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}
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@ -1519,6 +1611,45 @@ bool CommandProcessor::IssueCopy(DrawCommand* draw_command) {
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uint32_t copy_mask = regs[XE_GPU_REG_RB_COPY_MASK].u32;
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assert_true(copy_mask == 0);
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// RB_SURFACE_INFO
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// http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
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uint32_t surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
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uint32_t surface_pitch = surface_info & 0x3FFF;
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auto surface_msaa = static_cast<MsaaSamples>((surface_info >> 16) & 0x3);
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// Depending on the source, pick the buffer we'll be sourcing.
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// We then query for a cached framebuffer setup with that buffer active.
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GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget};
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GLuint depth_target = kAnyTarget;
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if (copy_src_select <= 3) {
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// Source from a color target.
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uint32_t color_info[4] = {
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regs[XE_GPU_REG_RB_COLOR_INFO].u32, regs[XE_GPU_REG_RB_COLOR1_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR2_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR3_INFO].u32,
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};
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uint32_t color_base = color_info[copy_src_select] & 0xFFF;
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auto color_format = static_cast<ColorRenderTargetFormat>(
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(color_info[copy_src_select] >> 16) & 0xF);
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color_targets[copy_src_select] = GetColorRenderTarget(
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surface_pitch, surface_msaa, color_base, color_format);
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} else {
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// Source from depth/stencil.
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uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
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uint32_t depth_base = depth_info & 0xFFF;
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auto depth_format =
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static_cast<DepthRenderTargetFormat>((depth_info >> 16) & 0x1);
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depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base,
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depth_format);
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}
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auto source_framebuffer = GetFramebuffer(color_targets, depth_target);
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if (!source_framebuffer) {
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// If we get here we are likely missing some state checks.
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assert_always("No framebuffer for copy source? no-op copy?");
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PLOGE("No framebuffer for copy source");
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return false;
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}
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GLenum read_format;
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GLenum read_type;
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switch (copy_dest_format) {
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@ -1553,15 +1684,25 @@ bool CommandProcessor::IssueCopy(DrawCommand* draw_command) {
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// TODO(benvanik): copy to staging texture then PBO back?
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void* ptr = membase_ + GpuToCpu(copy_dest_base);
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// TODO(benvanik): any way to scissor this? a200 has:
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// REG_A2XX_RB_COPY_DEST_OFFSET = A2XX_RB_COPY_DEST_OFFSET_X(tile->xoff) |
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// A2XX_RB_COPY_DEST_OFFSET_Y(tile->yoff);
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// but I can't seem to find something similar.
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// Maybe scissor rect/window offset?
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uint32_t x = 0;
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uint32_t y = 0;
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uint32_t w = copy_dest_pitch;
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uint32_t h = copy_dest_height;
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// Make active so glReadPixels reads from us.
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glBindFramebuffer(GL_READ_FRAMEBUFFER, source_framebuffer->framebuffer);
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switch (copy_command) {
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case CopyCommand::kConvert:
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if (copy_src_select <= 3) {
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// Source from a bound render target.
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glReadBuffer(GL_COLOR_ATTACHMENT0 + copy_src_select);
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// glBindBuffer(GL_READ_FRAMEBUFFER, framebuffer)
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glNamedFramebufferReadBuffer(source_framebuffer->framebuffer,
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GL_COLOR_ATTACHMENT0 + copy_src_select);
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glReadPixels(x, y, w, h, read_format, read_type, ptr);
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} else {
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// Source from the bound depth/stencil target.
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@ -1575,9 +1716,9 @@ bool CommandProcessor::IssueCopy(DrawCommand* draw_command) {
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assert_unhandled_case(copy_command);
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return false;
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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if (color_clear_enabled || depth_clear_enabled) {
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// Clear requested, so let's setup for that.
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// Perform any requested clears.
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uint32_t copy_depth_clear = regs[XE_GPU_REG_RB_DEPTH_CLEAR].u32;
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uint32_t copy_color_clear = regs[XE_GPU_REG_RB_COLOR_CLEAR].u32;
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uint32_t copy_color_clear_low = regs[XE_GPU_REG_RB_COLOR_CLEAR_LOW].u32;
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@ -1586,11 +1727,25 @@ bool CommandProcessor::IssueCopy(DrawCommand* draw_command) {
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if (color_clear_enabled) {
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// Clear the render target we selected for copy.
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assert_true(copy_src_select < 3);
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// TODO(benvanik): verify color order.
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float color[] = {(copy_color_clear & 0xFF) / 255.0f,
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((copy_color_clear >> 8) & 0xFF) / 255.0f,
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||||
((copy_color_clear >> 16) & 0xFF) / 255.0f,
|
||||
((copy_color_clear >> 24) & 0xFF) / 255.0f};
|
||||
glClearNamedFramebufferfv(source_framebuffer->framebuffer, GL_COLOR,
|
||||
copy_src_select, color);
|
||||
}
|
||||
|
||||
if (depth_clear_enabled) {
|
||||
// Clear the current depth buffer.
|
||||
}
|
||||
// TODO(benvanik): verify format.
|
||||
union {
|
||||
uint32_t uint_value;
|
||||
GLfloat float_value;
|
||||
} depth = {copy_depth_clear & 0xFFFFFF00};
|
||||
GLint stencil = copy_depth_clear & 0xFF;
|
||||
glClearNamedFramebufferfi(source_framebuffer->framebuffer, GL_DEPTH_STENCIL,
|
||||
depth.float_value, stencil);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -1610,7 +1765,6 @@ GLuint CommandProcessor::GetColorRenderTarget(uint32_t pitch,
|
|||
format = ColorRenderTargetFormat::k8888;
|
||||
}
|
||||
|
||||
CachedColorRenderTarget* cached = nullptr;
|
||||
for (auto& it = cached_color_render_targets_.begin();
|
||||
it != cached_color_render_targets_.end(); ++it) {
|
||||
if (it->base == base && it->width == width && it->height == height &&
|
||||
|
@ -1619,7 +1773,7 @@ GLuint CommandProcessor::GetColorRenderTarget(uint32_t pitch,
|
|||
}
|
||||
}
|
||||
cached_color_render_targets_.push_back(CachedColorRenderTarget());
|
||||
cached = &cached_color_render_targets_.back();
|
||||
auto cached = &cached_color_render_targets_.back();
|
||||
cached->base = base;
|
||||
cached->width = width;
|
||||
cached->height = height;
|
||||
|
@ -1649,7 +1803,6 @@ GLuint CommandProcessor::GetDepthRenderTarget(uint32_t pitch,
|
|||
uint32_t width = 2560;
|
||||
uint32_t height = 2560;
|
||||
|
||||
CachedDepthRenderTarget* cached = nullptr;
|
||||
for (auto& it = cached_depth_render_targets_.begin();
|
||||
it != cached_depth_render_targets_.end(); ++it) {
|
||||
if (it->base == base && it->width == width && it->height == height &&
|
||||
|
@ -1658,7 +1811,7 @@ GLuint CommandProcessor::GetDepthRenderTarget(uint32_t pitch,
|
|||
}
|
||||
}
|
||||
cached_depth_render_targets_.push_back(CachedDepthRenderTarget());
|
||||
cached = &cached_depth_render_targets_.back();
|
||||
auto cached = &cached_depth_render_targets_.back();
|
||||
cached->base = base;
|
||||
cached->width = width;
|
||||
cached->height = height;
|
||||
|
@ -1682,38 +1835,58 @@ GLuint CommandProcessor::GetDepthRenderTarget(uint32_t pitch,
|
|||
return cached->texture;
|
||||
}
|
||||
|
||||
GLuint CommandProcessor::GetFramebuffer(GLuint color_targets[4],
|
||||
GLuint depth_target) {
|
||||
CachedFramebuffer* cached = nullptr;
|
||||
CommandProcessor::CachedFramebuffer* CommandProcessor::GetFramebuffer(
|
||||
GLuint color_targets[4], GLuint depth_target) {
|
||||
for (auto& it = cached_framebuffers_.begin();
|
||||
it != cached_framebuffers_.end(); ++it) {
|
||||
if ((depth_target == -1u || it->depth_target == depth_target) &&
|
||||
(color_targets[0] == -1u || it->color_targets[0] == color_targets[0]) &&
|
||||
(color_targets[1] == -1u || it->color_targets[1] == color_targets[1]) &&
|
||||
(color_targets[2] == -1u || it->color_targets[2] == color_targets[2]) &&
|
||||
(color_targets[3] == -1u || it->color_targets[3] == color_targets[3])) {
|
||||
return it->framebuffer;
|
||||
if ((depth_target == kAnyTarget || it->depth_target == depth_target) &&
|
||||
(color_targets[0] == kAnyTarget ||
|
||||
it->color_targets[0] == color_targets[0]) &&
|
||||
(color_targets[1] == kAnyTarget ||
|
||||
it->color_targets[1] == color_targets[1]) &&
|
||||
(color_targets[2] == kAnyTarget ||
|
||||
it->color_targets[2] == color_targets[2]) &&
|
||||
(color_targets[3] == kAnyTarget ||
|
||||
it->color_targets[3] == color_targets[3])) {
|
||||
return &*it;
|
||||
}
|
||||
}
|
||||
|
||||
GLuint real_color_targets[4];
|
||||
bool any_set = false;
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (color_targets[i] == kAnyTarget) {
|
||||
real_color_targets[i] = 0;
|
||||
} else {
|
||||
any_set = true;
|
||||
real_color_targets[i] = color_targets[i];
|
||||
}
|
||||
}
|
||||
GLuint real_depth_target;
|
||||
if (depth_target == kAnyTarget) {
|
||||
real_depth_target = 0;
|
||||
} else {
|
||||
any_set = true;
|
||||
real_depth_target = depth_target;
|
||||
}
|
||||
if (!any_set) {
|
||||
// No framebuffer required.
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
cached_framebuffers_.push_back(CachedFramebuffer());
|
||||
cached = &cached_framebuffers_.back();
|
||||
auto cached = &cached_framebuffers_.back();
|
||||
glCreateFramebuffers(1, &cached->framebuffer);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
uint32_t color_target = color_targets[i];
|
||||
if (color_target == -1u) {
|
||||
color_target = 0;
|
||||
}
|
||||
cached->color_targets[i] = color_target;
|
||||
cached->color_targets[i] = real_color_targets[i];
|
||||
glNamedFramebufferTexture(cached->framebuffer, GL_COLOR_ATTACHMENT0 + i,
|
||||
color_target, 0);
|
||||
real_color_targets[i], 0);
|
||||
}
|
||||
if (depth_target == -1u) {
|
||||
depth_target = 0;
|
||||
}
|
||||
cached->depth_target = depth_target;
|
||||
cached->depth_target = real_depth_target;
|
||||
glNamedFramebufferTexture(cached->framebuffer, GL_DEPTH_STENCIL_ATTACHMENT,
|
||||
depth_target, 0);
|
||||
return cached->framebuffer;
|
||||
real_depth_target, 0);
|
||||
|
||||
return cached;
|
||||
}
|
||||
|
||||
} // namespace gl4
|
||||
|
|
|
@ -29,6 +29,16 @@ namespace gl4 {
|
|||
|
||||
class GL4GraphicsSystem;
|
||||
|
||||
struct SwapParameters {
|
||||
uint32_t x;
|
||||
uint32_t y;
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
|
||||
GLuint framebuffer;
|
||||
GLenum attachment;
|
||||
};
|
||||
|
||||
// TODO(benvanik): move more of the enums in here?
|
||||
struct DrawCommand {
|
||||
PrimitiveType prim_type;
|
||||
|
@ -74,7 +84,8 @@ class CommandProcessor {
|
|||
CommandProcessor(GL4GraphicsSystem* graphics_system);
|
||||
~CommandProcessor();
|
||||
|
||||
void set_swap_handler(std::function<void()> fn) { swap_handler_ = fn; }
|
||||
typedef std::function<void(const SwapParameters& params)> SwapHandler;
|
||||
void set_swap_handler(SwapHandler fn) { swap_handler_ = fn; }
|
||||
|
||||
uint64_t QueryTime();
|
||||
uint32_t counter() const { return counter_; }
|
||||
|
@ -91,6 +102,26 @@ class CommandProcessor {
|
|||
private:
|
||||
class RingbufferReader;
|
||||
|
||||
struct CachedFramebuffer {
|
||||
GLuint color_targets[4];
|
||||
GLuint depth_target;
|
||||
GLuint framebuffer;
|
||||
};
|
||||
struct CachedColorRenderTarget {
|
||||
uint32_t base;
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
xenos::ColorRenderTargetFormat format;
|
||||
GLuint texture;
|
||||
};
|
||||
struct CachedDepthRenderTarget {
|
||||
uint32_t base;
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
xenos::DepthRenderTargetFormat format;
|
||||
GLuint texture;
|
||||
};
|
||||
|
||||
void WorkerMain();
|
||||
bool SetupGL();
|
||||
void ShutdownGL();
|
||||
|
@ -98,6 +129,7 @@ class CommandProcessor {
|
|||
void WriteRegister(uint32_t packet_ptr, uint32_t index, uint32_t value);
|
||||
void MakeCoherent();
|
||||
void PrepareForWait();
|
||||
void ReturnFromWait();
|
||||
|
||||
void ExecutePrimaryBuffer(uint32_t start_index, uint32_t end_index);
|
||||
void ExecuteIndirectBuffer(uint32_t ptr, uint32_t length);
|
||||
|
@ -168,7 +200,8 @@ class CommandProcessor {
|
|||
// bool PopulateVertexBuffers(DrawCommand* draw_command);
|
||||
bool IssueCopy(DrawCommand* draw_command);
|
||||
|
||||
GLuint GetFramebuffer(GLuint color_targets[4], GLuint depth_target);
|
||||
CachedFramebuffer* GetFramebuffer(GLuint color_targets[4],
|
||||
GLuint depth_target);
|
||||
GLuint GetColorRenderTarget(uint32_t pitch, xenos::MsaaSamples samples,
|
||||
uint32_t base,
|
||||
xenos::ColorRenderTargetFormat format);
|
||||
|
@ -184,7 +217,7 @@ class CommandProcessor {
|
|||
std::thread worker_thread_;
|
||||
std::atomic<bool> worker_running_;
|
||||
std::unique_ptr<GLContext> context_;
|
||||
std::function<void()> swap_handler_;
|
||||
SwapHandler swap_handler_;
|
||||
|
||||
uint64_t time_base_;
|
||||
uint32_t counter_;
|
||||
|
@ -202,37 +235,20 @@ class CommandProcessor {
|
|||
uint64_t bin_select_;
|
||||
uint64_t bin_mask_;
|
||||
|
||||
GLuint uniform_data_buffer_;
|
||||
|
||||
std::vector<std::unique_ptr<GL4Shader>> all_shaders_;
|
||||
std::unordered_map<uint64_t, GL4Shader*> shader_cache_;
|
||||
GL4Shader* active_vertex_shader_;
|
||||
GL4Shader* active_pixel_shader_;
|
||||
|
||||
GLuint uniform_data_buffer_;
|
||||
CachedFramebuffer* active_framebuffer_;
|
||||
|
||||
std::vector<CachedFramebuffer> cached_framebuffers_;
|
||||
std::vector<CachedColorRenderTarget> cached_color_render_targets_;
|
||||
std::vector<CachedDepthRenderTarget> cached_depth_render_targets_;
|
||||
|
||||
DrawCommand draw_command_;
|
||||
|
||||
struct CachedFramebuffer {
|
||||
GLuint color_targets[4];
|
||||
GLuint depth_target;
|
||||
GLuint framebuffer;
|
||||
};
|
||||
std::vector<CachedFramebuffer> cached_framebuffers_;
|
||||
struct CachedColorRenderTarget {
|
||||
uint32_t base;
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
xenos::ColorRenderTargetFormat format;
|
||||
GLuint texture;
|
||||
};
|
||||
std::vector<CachedColorRenderTarget> cached_color_render_targets_;
|
||||
struct CachedDepthRenderTarget {
|
||||
uint32_t base;
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
xenos::DepthRenderTargetFormat format;
|
||||
GLuint texture;
|
||||
};
|
||||
std::vector<CachedDepthRenderTarget> cached_depth_render_targets_;
|
||||
};
|
||||
|
||||
} // namespace gl4
|
||||
|
|
|
@ -10,11 +10,13 @@
|
|||
#ifndef XENIA_GPU_GL4_GL4_GPU_PRIVATE_H_
|
||||
#define XENIA_GPU_GL4_GL4_GPU_PRIVATE_H_
|
||||
|
||||
// GL headers
|
||||
#include <gflags/gflags.h>
|
||||
|
||||
#include <xenia/common.h>
|
||||
#include <xenia/gpu/gl4/gl4_gpu.h>
|
||||
|
||||
DECLARE_bool(thread_safe_gl);
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
|
|
@ -9,8 +9,12 @@
|
|||
|
||||
#include <xenia/gpu/gl4/gl4_gpu.h>
|
||||
|
||||
#include <xenia/gpu/gl4/gl4_gpu-private.h>
|
||||
#include <xenia/gpu/gl4/gl4_graphics_system.h>
|
||||
|
||||
DEFINE_bool(thread_safe_gl, false,
|
||||
"Only allow one GL context to be active at a time.");
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
|
|
@ -17,6 +17,8 @@ namespace xe {
|
|||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
||||
extern "C" GLEWContext* glewGetContext();
|
||||
|
||||
GL4GraphicsSystem::GL4GraphicsSystem(Emulator* emulator)
|
||||
: GraphicsSystem(emulator), timer_queue_(nullptr), vsync_timer_(nullptr) {}
|
||||
|
||||
|
@ -57,7 +59,7 @@ X_STATUS GL4GraphicsSystem::Setup() {
|
|||
return X_STATUS_UNSUCCESSFUL;
|
||||
}
|
||||
command_processor_->set_swap_handler(
|
||||
std::bind(&GL4GraphicsSystem::SwapHandler, this));
|
||||
[this](const SwapParameters& swap_params) { SwapHandler(swap_params); });
|
||||
|
||||
// Let the processor know we want register access callbacks.
|
||||
emulator_->memory()->AddMappedRange(
|
||||
|
@ -115,12 +117,18 @@ void GL4GraphicsSystem::MarkVblank() {
|
|||
DispatchInterruptCallback(0, 2);
|
||||
}
|
||||
|
||||
void GL4GraphicsSystem::SwapHandler() {
|
||||
void GL4GraphicsSystem::SwapHandler(const SwapParameters& swap_params) {
|
||||
SCOPE_profile_cpu_f("gpu");
|
||||
|
||||
// Swap requested. Synchronously post a request to the loop so that
|
||||
// we do the swap in the right thread.
|
||||
control_->SynchronousRepaint();
|
||||
control_->SynchronousRepaint([&]() {
|
||||
glBlitNamedFramebuffer(swap_params.framebuffer, 0, swap_params.x,
|
||||
swap_params.y, swap_params.x + swap_params.width,
|
||||
swap_params.y + swap_params.height, 0, 0,
|
||||
control_->width(), control_->height(),
|
||||
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
});
|
||||
|
||||
// Roll over vblank.
|
||||
MarkVblank();
|
||||
|
|
|
@ -37,7 +37,7 @@ class GL4GraphicsSystem : public GraphicsSystem {
|
|||
|
||||
private:
|
||||
void MarkVblank();
|
||||
void SwapHandler();
|
||||
void SwapHandler(const SwapParameters& swap_params);
|
||||
uint64_t ReadRegister(uint64_t addr);
|
||||
void WriteRegister(uint64_t addr, uint64_t value);
|
||||
|
||||
|
|
|
@ -9,13 +9,18 @@
|
|||
|
||||
#include <xenia/gpu/gl4/gl_context.h>
|
||||
|
||||
#include <mutex>
|
||||
|
||||
#include <poly/assert.h>
|
||||
#include <poly/logging.h>
|
||||
#include <xenia/gpu/gl4/gl4_gpu-private.h>
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
||||
static std::recursive_mutex global_gl_mutex_;
|
||||
|
||||
thread_local GLEWContext* tls_glew_context_ = nullptr;
|
||||
thread_local WGLEWContext* tls_wglew_context_ = nullptr;
|
||||
extern "C" GLEWContext* glewGetContext() { return tls_glew_context_; }
|
||||
|
@ -110,12 +115,18 @@ bool GLContext::Initialize(HWND hwnd) {
|
|||
// Clearing errors.
|
||||
}
|
||||
|
||||
ClearCurrent();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
std::unique_ptr<GLContext> GLContext::CreateShared() {
|
||||
assert_not_null(glrc_);
|
||||
|
||||
HGLRC new_glrc = nullptr;
|
||||
{
|
||||
GLContextLock context_lock(this);
|
||||
|
||||
int context_flags = 0;
|
||||
#if DEBUG
|
||||
context_flags |= WGL_CONTEXT_DEBUG_BIT_ARB;
|
||||
|
@ -124,11 +135,12 @@ std::unique_ptr<GLContext> GLContext::CreateShared() {
|
|||
WGL_CONTEXT_MINOR_VERSION_ARB, 5, //
|
||||
WGL_CONTEXT_FLAGS_ARB, context_flags, //
|
||||
0};
|
||||
auto new_glrc = wglCreateContextAttribsARB(dc_, glrc_, attrib_list);
|
||||
new_glrc = wglCreateContextAttribsARB(dc_, glrc_, attrib_list);
|
||||
if (!new_glrc) {
|
||||
PLOGE("Could not create shared context");
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
auto new_context = std::make_unique<GLContext>(hwnd_, new_glrc);
|
||||
if (!new_context->MakeCurrent()) {
|
||||
|
@ -138,26 +150,31 @@ std::unique_ptr<GLContext> GLContext::CreateShared() {
|
|||
|
||||
glewExperimental = GL_TRUE;
|
||||
if (glewInit() != GLEW_OK) {
|
||||
new_context->ClearCurrent();
|
||||
PLOGE("Unable to initialize GLEW");
|
||||
return nullptr;
|
||||
}
|
||||
if (wglewInit() != GLEW_OK) {
|
||||
new_context->ClearCurrent();
|
||||
PLOGE("Unable to initialize WGLEW");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
new_context->ClearCurrent();
|
||||
MakeCurrent();
|
||||
|
||||
while (glGetError()) {
|
||||
// Clearing errors.
|
||||
}
|
||||
|
||||
return new_context;
|
||||
}
|
||||
|
||||
bool GLContext::MakeCurrent() {
|
||||
if (FLAGS_thread_safe_gl) {
|
||||
global_gl_mutex_.lock();
|
||||
}
|
||||
|
||||
if (!wglMakeCurrent(dc_, glrc_)) {
|
||||
if (FLAGS_thread_safe_gl) {
|
||||
global_gl_mutex_.unlock();
|
||||
}
|
||||
PLOGE("Unable to make GL context current");
|
||||
return false;
|
||||
}
|
||||
tls_glew_context_ = &glew_context_;
|
||||
|
@ -169,6 +186,10 @@ void GLContext::ClearCurrent() {
|
|||
wglMakeCurrent(nullptr, nullptr);
|
||||
tls_glew_context_ = nullptr;
|
||||
tls_wglew_context_ = nullptr;
|
||||
|
||||
if (FLAGS_thread_safe_gl) {
|
||||
global_gl_mutex_.unlock();
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace gl4
|
||||
|
|
|
@ -43,6 +43,16 @@ class GLContext {
|
|||
WGLEWContext wglew_context_;
|
||||
};
|
||||
|
||||
struct GLContextLock {
|
||||
GLContextLock(GLContext* context) : context_(context) {
|
||||
context_->MakeCurrent();
|
||||
}
|
||||
~GLContextLock() { context_->ClearCurrent(); }
|
||||
|
||||
private:
|
||||
GLContext* context_;
|
||||
};
|
||||
|
||||
} // namespace gl4
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
|
|
@ -11,15 +11,18 @@
|
|||
|
||||
#include <poly/assert.h>
|
||||
#include <poly/logging.h>
|
||||
#include <xenia/gpu/gl4/gl4_gpu-private.h>
|
||||
#include <xenia/profiling.h>
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
||||
extern "C" GLEWContext* glewGetContext();
|
||||
extern "C" WGLEWContext* wglewGetContext();
|
||||
|
||||
WGLControl::WGLControl(poly::ui::Loop* loop)
|
||||
: poly::ui::win32::Win32Control(Flags::kFlagOwnPaint),
|
||||
loop_(loop) {}
|
||||
: poly::ui::win32::Win32Control(Flags::kFlagOwnPaint), loop_(loop) {}
|
||||
|
||||
WGLControl::~WGLControl() = default;
|
||||
|
||||
|
@ -70,21 +73,30 @@ void WGLControl::OnLayout(poly::ui::UIEvent& e) { Control::ResizeToFill(); }
|
|||
LRESULT WGLControl::WndProc(HWND hWnd, UINT message, WPARAM wParam,
|
||||
LPARAM lParam) {
|
||||
switch (message) {
|
||||
case WM_PAINT:
|
||||
context_.MakeCurrent();
|
||||
case WM_PAINT: {
|
||||
GLContextLock context_lock(&context_);
|
||||
// TODO(benvanik): is viewport needed?
|
||||
glViewport(0, 0, width_, height_);
|
||||
glClearColor(rand() / (float)RAND_MAX, 1.0f, 0, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
float clear_color[] = {rand() / (float)RAND_MAX, 1.0f, 0, 1.0f};
|
||||
glClearNamedFramebufferfv(0, GL_COLOR, 0, clear_color);
|
||||
if (current_paint_callback_) {
|
||||
current_paint_callback_();
|
||||
current_paint_callback_ = nullptr;
|
||||
}
|
||||
// TODO(benvanik): profiler present.
|
||||
// Profiler::Present();
|
||||
SwapBuffers(context_.dc());
|
||||
break;
|
||||
} break;
|
||||
}
|
||||
return Win32Control::WndProc(hWnd, message, wParam, lParam);
|
||||
}
|
||||
|
||||
void WGLControl::SynchronousRepaint() {
|
||||
void WGLControl::SynchronousRepaint(std::function<void()> paint_callback) {
|
||||
SCOPE_profile_cpu_f("gpu");
|
||||
|
||||
assert_null(current_paint_callback_);
|
||||
current_paint_callback_ = std::move(paint_callback);
|
||||
|
||||
// This will not return until the WM_PAINT has completed.
|
||||
RedrawWindow(hwnd(), nullptr, nullptr,
|
||||
RDW_INTERNALPAINT | RDW_UPDATENOW | RDW_ALLCHILDREN);
|
||||
|
|
|
@ -10,6 +10,8 @@
|
|||
#ifndef XENIA_GPU_GL4_WGL_CONTROL_H_
|
||||
#define XENIA_GPU_GL4_WGL_CONTROL_H_
|
||||
|
||||
#include <functional>
|
||||
|
||||
#include <poly/threading.h>
|
||||
#include <poly/ui/loop.h>
|
||||
#include <poly/ui/win32/win32_control.h>
|
||||
|
@ -26,7 +28,7 @@ class WGLControl : public poly::ui::win32::Win32Control {
|
|||
|
||||
GLContext* context() { return &context_; }
|
||||
|
||||
void SynchronousRepaint();
|
||||
void SynchronousRepaint(std::function<void()> paint_callback);
|
||||
|
||||
protected:
|
||||
bool Create() override;
|
||||
|
@ -39,6 +41,7 @@ class WGLControl : public poly::ui::win32::Win32Control {
|
|||
private:
|
||||
poly::ui::Loop* loop_;
|
||||
GLContext context_;
|
||||
std::function<void()> current_paint_callback_;
|
||||
};
|
||||
|
||||
} // namespace gl4
|
||||
|
|
Loading…
Reference in New Issue