OpenGL: Separate submit/present for this backend as well

This commit is contained in:
Henrik Rydgård 2023-08-10 17:34:20 +02:00
parent 7087bd8ae6
commit 0143d67f9b
4 changed files with 56 additions and 40 deletions

View File

@ -377,7 +377,7 @@ void GLRenderManager::Finish() {
frameData_[curFrame].deleter.Take(deleter_);
VLOG("PUSH: Finish, pushing task. curFrame = %d", curFrame);
GLRRenderThreadTask *task = new GLRRenderThreadTask(GLRRunType::PRESENT);
GLRRenderThreadTask *task = new GLRRenderThreadTask(GLRRunType::SUBMIT);
task->frame = curFrame;
{
@ -414,10 +414,56 @@ void GLRenderManager::Finish() {
insideFrame_ = false;
}
void GLRenderManager::Present() {
int curFrame = GetCurFrame();
GLRRenderThreadTask *task = new GLRRenderThreadTask(GLRRunType::PRESENT);
task->frame = curFrame;
std::unique_lock<std::mutex> lock(pushMutex_);
renderThreadQueue_.push(task);
}
// Render thread. Returns true if the caller should handle a swap.
bool GLRenderManager::Run(GLRRenderThreadTask &task) {
GLFrameData &frameData = frameData_[task.frame];
if (task.runType == GLRRunType::PRESENT) {
bool swapRequest = false;
if (!frameData.skipSwap) {
if (swapIntervalChanged_) {
swapIntervalChanged_ = false;
if (swapIntervalFunction_) {
swapIntervalFunction_(swapInterval_);
}
}
// This is the swapchain framebuffer flip.
if (swapFunction_) {
VLOG(" PULL: SwapFunction()");
swapFunction_();
if (!retainControl_) {
// get out of here.
swapRequest = true;
}
} else {
VLOG(" PULL: SwapRequested");
swapRequest = true;
}
} else {
frameData.skipSwap = false;
}
frameData.hasBegun = false;
VLOG(" PULL: Frame %d.readyForFence = true", task.frame);
{
std::lock_guard<std::mutex> lock(frameData.fenceMutex);
frameData.readyForFence = true;
frameData.fenceCondVar.notify_one();
// At this point, we're done with this framedata (for now).
}
return swapRequest;
}
if (!frameData.hasBegun) {
frameData.hasBegun = true;
@ -461,43 +507,8 @@ bool GLRenderManager::Run(GLRRenderThreadTask &task) {
}
}
bool swapRequest = false;
switch (task.runType) {
case GLRRunType::PRESENT:
if (!frameData.skipSwap) {
if (swapIntervalChanged_) {
swapIntervalChanged_ = false;
if (swapIntervalFunction_) {
swapIntervalFunction_(swapInterval_);
}
}
// This is the swapchain framebuffer flip.
if (swapFunction_) {
VLOG(" PULL: SwapFunction()");
swapFunction_();
if (!retainControl_) {
// get out of here.
swapRequest = true;
}
} else {
VLOG(" PULL: SwapRequested");
swapRequest = true;
}
} else {
frameData.skipSwap = false;
}
frameData.hasBegun = false;
VLOG(" PULL: Frame %d.readyForFence = true", task.frame);
{
std::lock_guard<std::mutex> lock(frameData.fenceMutex);
frameData.readyForFence = true;
frameData.fenceCondVar.notify_one();
// At this point, we're done with this framedata (for now).
}
case GLRRunType::SUBMIT:
break;
case GLRRunType::SYNC:
@ -516,7 +527,7 @@ bool GLRenderManager::Run(GLRRenderThreadTask &task) {
_assert_(false);
}
VLOG(" PULL: ::Run(): Done running tasks");
return swapRequest;
return false;
}
void GLRenderManager::FlushSync() {

View File

@ -198,6 +198,7 @@ public:
};
enum class GLRRunType {
SUBMIT,
PRESENT,
SYNC,
EXIT,
@ -253,7 +254,8 @@ public:
// Makes sure that the GPU has caught up enough that we can start writing buffers of this frame again.
void BeginFrame(bool enableProfiling);
// Can run on a different thread!
void Finish();
void Finish();
void Present();
// Creation commands. These were not needed in Vulkan since there we can do that on the main thread.
// We pass in width/height here even though it's not strictly needed until we support glTextureStorage

View File

@ -803,6 +803,7 @@ void OpenGLContext::EndFrame() {
}
void OpenGLContext::Present() {
renderManager_.Present();
frameCount_++;
}

View File

@ -1172,8 +1172,10 @@ namespace Libretro
gpu->EndHostFrame();
if (ctx->GetDrawContext())
if (ctx->GetDrawContext()) {
ctx->GetDrawContext()->EndFrame();
ctx->GetDrawContext()->Present();
}
}
static void EmuThreadFunc()