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renderer_opengl: Remove emulated mailbox presentation

Emulated mailbox presentation was causing performance issues on
Nvidia's OpenGL driver. Remove it.
This commit is contained in:
ReinUsesLisp 2020-09-19 17:15:02 -03:00
parent 8a85a562ed
commit 7003090187
13 changed files with 35 additions and 360 deletions

View File

@ -46,11 +46,6 @@ public:
/// Finalize rendering the guest frame and draw into the presentation texture /// Finalize rendering the guest frame and draw into the presentation texture
virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0; virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0;
/// Draws the latest frame to the window waiting timeout_ms for a frame to arrive (Renderer
/// specific implementation)
/// Returns true if a frame was drawn
virtual bool TryPresent(int timeout_ms) = 0;
// Getter/setter functions: // Getter/setter functions:
// ------------------------ // ------------------------

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@ -32,20 +32,6 @@ namespace OpenGL {
namespace { namespace {
constexpr std::size_t SWAP_CHAIN_SIZE = 3;
struct Frame {
u32 width{}; /// Width of the frame (to detect resize)
u32 height{}; /// Height of the frame
bool color_reloaded{}; /// Texture attachment was recreated (ie: resized)
OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
GLsync render_fence{}; /// Fence created on the render thread
GLsync present_fence{}; /// Fence created on the presentation thread
bool is_srgb{}; /// Framebuffer is sRGB or RGB
};
constexpr GLint PositionLocation = 0; constexpr GLint PositionLocation = 0;
constexpr GLint TexCoordLocation = 1; constexpr GLint TexCoordLocation = 1;
constexpr GLint ModelViewMatrixLocation = 0; constexpr GLint ModelViewMatrixLocation = 0;
@ -58,24 +44,6 @@ struct ScreenRectVertex {
std::array<GLfloat, 2> tex_coord; std::array<GLfloat, 2> tex_coord;
}; };
/// Returns true if any debug tool is attached
bool HasDebugTool() {
const bool nsight = std::getenv("NVTX_INJECTION64_PATH") || std::getenv("NSIGHT_LAUNCHED");
if (nsight) {
return true;
}
GLint num_extensions;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
for (GLuint index = 0; index < static_cast<GLuint>(num_extensions); ++index) {
const auto name = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, index));
if (!std::strcmp(name, "GL_EXT_debug_tool")) {
return true;
}
}
return false;
}
/** /**
* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
* corner and (width, height) on the lower-bottom. * corner and (width, height) on the lower-bottom.
@ -159,135 +127,15 @@ void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severit
} // Anonymous namespace } // Anonymous namespace
/**
* For smooth Vsync rendering, we want to always present the latest frame that the core generates,
* but also make sure that rendering happens at the pace that the frontend dictates. This is a
* helper class that the renderer uses to sync frames between the render thread and the presentation
* thread
*/
class FrameMailbox {
public:
std::mutex swap_chain_lock;
std::condition_variable present_cv;
std::array<Frame, SWAP_CHAIN_SIZE> swap_chain{};
std::queue<Frame*> free_queue;
std::deque<Frame*> present_queue;
Frame* previous_frame{};
FrameMailbox() {
for (auto& frame : swap_chain) {
free_queue.push(&frame);
}
}
~FrameMailbox() {
// lock the mutex and clear out the present and free_queues and notify any people who are
// blocked to prevent deadlock on shutdown
std::scoped_lock lock{swap_chain_lock};
std::queue<Frame*>().swap(free_queue);
present_queue.clear();
present_cv.notify_all();
}
void ReloadPresentFrame(Frame* frame, u32 height, u32 width) {
frame->present.Release();
frame->present.Create();
GLint previous_draw_fbo{};
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_draw_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
frame->color.handle);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!");
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_draw_fbo);
frame->color_reloaded = false;
}
void ReloadRenderFrame(Frame* frame, u32 width, u32 height) {
// Recreate the color texture attachment
frame->color.Release();
frame->color.Create();
const GLenum internal_format = frame->is_srgb ? GL_SRGB8 : GL_RGB8;
glNamedRenderbufferStorage(frame->color.handle, internal_format, width, height);
// Recreate the FBO for the render target
frame->render.Release();
frame->render.Create();
glBindFramebuffer(GL_FRAMEBUFFER, frame->render.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
frame->color.handle);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
}
frame->width = width;
frame->height = height;
frame->color_reloaded = true;
}
Frame* GetRenderFrame() {
std::unique_lock lock{swap_chain_lock};
// If theres no free frames, we will reuse the oldest render frame
if (free_queue.empty()) {
auto frame = present_queue.back();
present_queue.pop_back();
return frame;
}
Frame* frame = free_queue.front();
free_queue.pop();
return frame;
}
void ReleaseRenderFrame(Frame* frame) {
std::unique_lock lock{swap_chain_lock};
present_queue.push_front(frame);
present_cv.notify_one();
}
Frame* TryGetPresentFrame(int timeout_ms) {
std::unique_lock lock{swap_chain_lock};
// wait for new entries in the present_queue
present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
[&] { return !present_queue.empty(); });
if (present_queue.empty()) {
// timed out waiting for a frame to draw so return the previous frame
return previous_frame;
}
// free the previous frame and add it back to the free queue
if (previous_frame) {
free_queue.push(previous_frame);
}
// the newest entries are pushed to the front of the queue
Frame* frame = present_queue.front();
present_queue.pop_front();
// remove all old entries from the present queue and move them back to the free_queue
for (auto f : present_queue) {
free_queue.push(f);
}
present_queue.clear();
previous_frame = frame;
return frame;
}
};
RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_, RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
Core::Frontend::EmuWindow& emu_window_, Core::Frontend::EmuWindow& emu_window_,
Core::Memory::Memory& cpu_memory_, Tegra::GPU& gpu_, Core::Memory::Memory& cpu_memory_, Tegra::GPU& gpu_,
std::unique_ptr<Core::Frontend::GraphicsContext> context) std::unique_ptr<Core::Frontend::GraphicsContext> context)
: RendererBase{emu_window_, std::move(context)}, telemetry_session{telemetry_session_}, : RendererBase{emu_window_, std::move(context)}, telemetry_session{telemetry_session_},
emu_window{emu_window_}, cpu_memory{cpu_memory_}, gpu{gpu_}, program_manager{device}, emu_window{emu_window_}, cpu_memory{cpu_memory_}, gpu{gpu_}, program_manager{device} {}
has_debug_tool{HasDebugTool()} {}
RendererOpenGL::~RendererOpenGL() = default; RendererOpenGL::~RendererOpenGL() = default;
MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
if (!framebuffer) { if (!framebuffer) {
return; return;
@ -296,79 +144,34 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
PrepareRendertarget(framebuffer); PrepareRendertarget(framebuffer);
RenderScreenshot(); RenderScreenshot();
Frame* frame; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
{ DrawScreen(emu_window.GetFramebufferLayout());
MICROPROFILE_SCOPE(OpenGL_WaitPresent);
frame = frame_mailbox->GetRenderFrame(); ++m_current_frame;
// Clean up sync objects before drawing rasterizer->TickFrame();
// INTEL driver workaround. We can't delete the previous render sync object until we are
// sure that the presentation is done
if (frame->present_fence) {
glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
}
// delete the draw fence if the frame wasn't presented
if (frame->render_fence) {
glDeleteSync(frame->render_fence);
frame->render_fence = 0;
}
// wait for the presentation to be done
if (frame->present_fence) {
glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(frame->present_fence);
frame->present_fence = 0;
}
}
{
MICROPROFILE_SCOPE(OpenGL_RenderFrame);
const auto& layout = render_window.GetFramebufferLayout();
// Recreate the frame if the size of the window has changed
if (layout.width != frame->width || layout.height != frame->height ||
screen_info.display_srgb != frame->is_srgb) {
LOG_DEBUG(Render_OpenGL, "Reloading render frame");
frame->is_srgb = screen_info.display_srgb;
frame_mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frame->render.handle);
DrawScreen(layout);
// Create a fence for the frontend to wait on and swap this frame to OffTex
frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
frame_mailbox->ReleaseRenderFrame(frame);
m_current_frame++;
rasterizer->TickFrame();
}
render_window.PollEvents(); render_window.PollEvents();
if (has_debug_tool) { context->SwapBuffers();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
Present(0);
context->SwapBuffers();
}
} }
void RendererOpenGL::PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer) { void RendererOpenGL::PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer) {
if (framebuffer) { if (!framebuffer) {
// If framebuffer is provided, reload it from memory to a texture return;
if (screen_info.texture.width != static_cast<GLsizei>(framebuffer->width) ||
screen_info.texture.height != static_cast<GLsizei>(framebuffer->height) ||
screen_info.texture.pixel_format != framebuffer->pixel_format ||
gl_framebuffer_data.empty()) {
// Reallocate texture if the framebuffer size has changed.
// This is expected to not happen very often and hence should not be a
// performance problem.
ConfigureFramebufferTexture(screen_info.texture, *framebuffer);
}
// Load the framebuffer from memory, draw it to the screen, and swap buffers
LoadFBToScreenInfo(*framebuffer);
} }
// If framebuffer is provided, reload it from memory to a texture
if (screen_info.texture.width != static_cast<GLsizei>(framebuffer->width) ||
screen_info.texture.height != static_cast<GLsizei>(framebuffer->height) ||
screen_info.texture.pixel_format != framebuffer->pixel_format ||
gl_framebuffer_data.empty()) {
// Reallocate texture if the framebuffer size has changed.
// This is expected to not happen very often and hence should not be a
// performance problem.
ConfigureFramebufferTexture(screen_info.texture, *framebuffer);
}
// Load the framebuffer from memory, draw it to the screen, and swap buffers
LoadFBToScreenInfo(*framebuffer);
} }
void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
@ -418,8 +221,6 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color
} }
void RendererOpenGL::InitOpenGLObjects() { void RendererOpenGL::InitOpenGLObjects() {
frame_mailbox = std::make_unique<FrameMailbox>();
glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(), glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(),
Settings::values.bg_blue.GetValue(), 0.0f); Settings::values.bg_blue.GetValue(), 0.0f);
@ -647,51 +448,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
program_manager.RestoreGuestPipeline(); program_manager.RestoreGuestPipeline();
} }
bool RendererOpenGL::TryPresent(int timeout_ms) {
if (has_debug_tool) {
LOG_DEBUG(Render_OpenGL,
"Skipping presentation because we are presenting on the main context");
return false;
}
return Present(timeout_ms);
}
bool RendererOpenGL::Present(int timeout_ms) {
const auto& layout = render_window.GetFramebufferLayout();
auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms);
if (!frame) {
LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
return false;
}
// Clearing before a full overwrite of a fbo can signal to drivers that they can avoid a
// readback since we won't be doing any blending
glClear(GL_COLOR_BUFFER_BIT);
// Recreate the presentation FBO if the color attachment was changed
if (frame->color_reloaded) {
LOG_DEBUG(Render_OpenGL, "Reloading present frame");
frame_mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
}
glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
// INTEL workaround.
// Normally we could just delete the draw fence here, but due to driver bugs, we can just delete
// it on the emulation thread without too much penalty
// glDeleteSync(frame.render_sync);
// frame.render_sync = 0;
glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle);
glBlitFramebuffer(0, 0, frame->width, frame->height, 0, 0, layout.width, layout.height,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Insert fence for the main thread to block on
frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
return true;
}
void RendererOpenGL::RenderScreenshot() { void RendererOpenGL::RenderScreenshot() {
if (!renderer_settings.screenshot_requested) { if (!renderer_settings.screenshot_requested) {
return; return;
@ -706,7 +462,7 @@ void RendererOpenGL::RenderScreenshot() {
screenshot_framebuffer.Create(); screenshot_framebuffer.Create();
glBindFramebuffer(GL_FRAMEBUFFER, screenshot_framebuffer.handle); glBindFramebuffer(GL_FRAMEBUFFER, screenshot_framebuffer.handle);
Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout}; const Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout};
GLuint renderbuffer; GLuint renderbuffer;
glGenRenderbuffers(1, &renderbuffer); glGenRenderbuffers(1, &renderbuffer);

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@ -55,14 +55,6 @@ struct ScreenInfo {
TextureInfo texture; TextureInfo texture;
}; };
struct PresentationTexture {
u32 width = 0;
u32 height = 0;
OGLTexture texture;
};
class FrameMailbox;
class RendererOpenGL final : public VideoCore::RendererBase { class RendererOpenGL final : public VideoCore::RendererBase {
public: public:
explicit RendererOpenGL(Core::TelemetrySession& telemetry_session, explicit RendererOpenGL(Core::TelemetrySession& telemetry_session,
@ -74,7 +66,6 @@ public:
bool Init() override; bool Init() override;
void ShutDown() override; void ShutDown() override;
void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) override; void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) override;
bool TryPresent(int timeout_ms) override;
private: private:
/// Initializes the OpenGL state and creates persistent objects. /// Initializes the OpenGL state and creates persistent objects.
@ -102,8 +93,6 @@ private:
void PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer); void PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer);
bool Present(int timeout_ms);
Core::TelemetrySession& telemetry_session; Core::TelemetrySession& telemetry_session;
Core::Frontend::EmuWindow& emu_window; Core::Frontend::EmuWindow& emu_window;
Core::Memory::Memory& cpu_memory; Core::Memory::Memory& cpu_memory;
@ -134,11 +123,6 @@ private:
/// Used for transforming the framebuffer orientation /// Used for transforming the framebuffer orientation
Tegra::FramebufferConfig::TransformFlags framebuffer_transform_flags{}; Tegra::FramebufferConfig::TransformFlags framebuffer_transform_flags{};
Common::Rectangle<int> framebuffer_crop_rect; Common::Rectangle<int> framebuffer_crop_rect;
/// Frame presentation mailbox
std::unique_ptr<FrameMailbox> frame_mailbox;
bool has_debug_tool = false;
}; };
} // namespace OpenGL } // namespace OpenGL

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@ -283,11 +283,6 @@ void RendererVulkan::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
render_window.PollEvents(); render_window.PollEvents();
} }
bool RendererVulkan::TryPresent(int /*timeout_ms*/) {
// TODO (bunnei): ImplementMe
return true;
}
bool RendererVulkan::Init() { bool RendererVulkan::Init() {
library = OpenVulkanLibrary(); library = OpenVulkanLibrary();
instance = CreateInstance(library, dld, render_window.GetWindowInfo().type, instance = CreateInstance(library, dld, render_window.GetWindowInfo().type,

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@ -55,7 +55,6 @@ public:
bool Init() override; bool Init() override;
void ShutDown() override; void ShutDown() override;
void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) override; void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) override;
bool TryPresent(int timeout_ms) override;
static std::vector<std::string> EnumerateDevices(); static std::vector<std::string> EnumerateDevices();

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@ -218,15 +218,6 @@ public:
virtual ~RenderWidget() = default; virtual ~RenderWidget() = default;
/// Called on the UI thread when this Widget is ready to draw
/// Dervied classes can override this to draw the latest frame.
virtual void Present() {}
void paintEvent(QPaintEvent* event) override {
Present();
update();
}
QPaintEngine* paintEngine() const override { QPaintEngine* paintEngine() const override {
return nullptr; return nullptr;
} }
@ -245,20 +236,8 @@ public:
context = std::move(context_); context = std::move(context_);
} }
void Present() override {
if (!isVisible()) {
return;
}
context->MakeCurrent();
if (Core::System::GetInstance().Renderer().TryPresent(100)) {
context->SwapBuffers();
glFinish();
}
}
private: private:
std::unique_ptr<Core::Frontend::GraphicsContext> context{}; std::unique_ptr<Core::Frontend::GraphicsContext> context;
}; };
#ifdef HAS_VULKAN #ifdef HAS_VULKAN

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@ -13,9 +13,8 @@
#include "input_common/sdl/sdl.h" #include "input_common/sdl/sdl.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h" #include "yuzu_cmd/emu_window/emu_window_sdl2.h"
EmuWindow_SDL2::EmuWindow_SDL2(Core::System& system, bool fullscreen, EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_)
InputCommon::InputSubsystem* input_subsystem_) : input_subsystem{input_subsystem_} {
: system{system}, input_subsystem{input_subsystem_} {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting..."); LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
exit(1); exit(1);

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@ -20,8 +20,7 @@ class InputSubsystem;
class EmuWindow_SDL2 : public Core::Frontend::EmuWindow { class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
public: public:
explicit EmuWindow_SDL2(Core::System& system, bool fullscreen, explicit EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem);
InputCommon::InputSubsystem* input_subsystem);
~EmuWindow_SDL2(); ~EmuWindow_SDL2();
/// Polls window events /// Polls window events
@ -33,9 +32,6 @@ public:
/// Returns if window is shown (not minimized) /// Returns if window is shown (not minimized)
bool IsShown() const override; bool IsShown() const override;
/// Presents the next frame
virtual void Present() = 0;
protected: protected:
/// Called by PollEvents when a key is pressed or released. /// Called by PollEvents when a key is pressed or released.
void OnKeyEvent(int key, u8 state); void OnKeyEvent(int key, u8 state);
@ -67,9 +63,6 @@ protected:
/// Called when a configuration change affects the minimal size of the window /// Called when a configuration change affects the minimal size of the window
void OnMinimalClientAreaChangeRequest(std::pair<unsigned, unsigned> minimal_size) override; void OnMinimalClientAreaChangeRequest(std::pair<unsigned, unsigned> minimal_size) override;
/// Instance of the system, used to access renderer for the presentation thread
Core::System& system;
/// Is the window still open? /// Is the window still open?
bool is_open = true; bool is_open = true;

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@ -87,9 +87,8 @@ bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
return unsupported_ext.empty(); return unsupported_ext.empty();
} }
EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(Core::System& system, bool fullscreen, EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem, bool fullscreen)
InputCommon::InputSubsystem* input_subsystem) : EmuWindow_SDL2{input_subsystem} {
: EmuWindow_SDL2{system, fullscreen, input_subsystem} {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
@ -163,13 +162,3 @@ EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const { std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
return std::make_unique<SDLGLContext>(); return std::make_unique<SDLGLContext>();
} }
void EmuWindow_SDL2_GL::Present() {
SDL_GL_MakeCurrent(render_window, window_context);
SDL_GL_SetSwapInterval(Settings::values.use_vsync.GetValue() ? 1 : 0);
while (IsOpen()) {
system.Renderer().TryPresent(100);
SDL_GL_SwapWindow(render_window);
}
SDL_GL_MakeCurrent(render_window, nullptr);
}

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@ -14,12 +14,9 @@ class InputSubsystem;
class EmuWindow_SDL2_GL final : public EmuWindow_SDL2 { class EmuWindow_SDL2_GL final : public EmuWindow_SDL2 {
public: public:
explicit EmuWindow_SDL2_GL(Core::System& system, bool fullscreen, explicit EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem, bool fullscreen);
InputCommon::InputSubsystem* input_subsystem);
~EmuWindow_SDL2_GL(); ~EmuWindow_SDL2_GL();
void Present() override;
std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override; std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
private: private:

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@ -19,9 +19,8 @@
#include <SDL.h> #include <SDL.h>
#include <SDL_syswm.h> #include <SDL_syswm.h>
EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(Core::System& system, bool fullscreen, EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(InputCommon::InputSubsystem* input_subsystem)
InputCommon::InputSubsystem* input_subsystem) : EmuWindow_SDL2{input_subsystem} {
: EmuWindow_SDL2{system, fullscreen, input_subsystem} {
const std::string window_title = fmt::format("yuzu {} | {}-{} (Vulkan)", Common::g_build_name, const std::string window_title = fmt::format("yuzu {} | {}-{} (Vulkan)", Common::g_build_name,
Common::g_scm_branch, Common::g_scm_desc); Common::g_scm_branch, Common::g_scm_desc);
render_window = render_window =
@ -74,7 +73,3 @@ EmuWindow_SDL2_VK::~EmuWindow_SDL2_VK() = default;
std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_VK::CreateSharedContext() const { std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_VK::CreateSharedContext() const {
return std::make_unique<DummyContext>(); return std::make_unique<DummyContext>();
} }
void EmuWindow_SDL2_VK::Present() {
// TODO (bunnei): ImplementMe
}

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@ -19,11 +19,8 @@ class InputSubsystem;
class EmuWindow_SDL2_VK final : public EmuWindow_SDL2 { class EmuWindow_SDL2_VK final : public EmuWindow_SDL2 {
public: public:
explicit EmuWindow_SDL2_VK(Core::System& system, bool fullscreen, explicit EmuWindow_SDL2_VK(InputCommon::InputSubsystem* input_subsystem);
InputCommon::InputSubsystem* input_subsystem); ~EmuWindow_SDL2_VK() override;
~EmuWindow_SDL2_VK();
void Present() override;
std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override; std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
}; };

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@ -185,11 +185,11 @@ int main(int argc, char** argv) {
std::unique_ptr<EmuWindow_SDL2> emu_window; std::unique_ptr<EmuWindow_SDL2> emu_window;
switch (Settings::values.renderer_backend.GetValue()) { switch (Settings::values.renderer_backend.GetValue()) {
case Settings::RendererBackend::OpenGL: case Settings::RendererBackend::OpenGL:
emu_window = std::make_unique<EmuWindow_SDL2_GL>(system, fullscreen, &input_subsystem); emu_window = std::make_unique<EmuWindow_SDL2_GL>(&input_subsystem, fullscreen);
break; break;
case Settings::RendererBackend::Vulkan: case Settings::RendererBackend::Vulkan:
#ifdef HAS_VULKAN #ifdef HAS_VULKAN
emu_window = std::make_unique<EmuWindow_SDL2_VK>(system, fullscreen, &input_subsystem); emu_window = std::make_unique<EmuWindow_SDL2_VK>(&input_subsystem);
break; break;
#else #else
LOG_CRITICAL(Frontend, "Vulkan backend has not been compiled!"); LOG_CRITICAL(Frontend, "Vulkan backend has not been compiled!");
@ -240,14 +240,11 @@ int main(int argc, char** argv) {
system.CurrentProcess()->GetTitleID(), false, system.CurrentProcess()->GetTitleID(), false,
[](VideoCore::LoadCallbackStage, size_t value, size_t total) {}); [](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
std::thread render_thread([&emu_window] { emu_window->Present(); });
system.Run(); system.Run();
while (emu_window->IsOpen()) { while (emu_window->IsOpen()) {
std::this_thread::sleep_for(std::chrono::milliseconds(1)); std::this_thread::sleep_for(std::chrono::milliseconds(1));
} }
system.Pause(); system.Pause();
render_thread.join();
system.Shutdown(); system.Shutdown();
detached_tasks.WaitForAllTasks(); detached_tasks.WaitForAllTasks();