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OpenGL: Separate submit/present for this backend as well
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@ -377,7 +377,7 @@ void GLRenderManager::Finish() {
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frameData_[curFrame].deleter.Take(deleter_);
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VLOG("PUSH: Finish, pushing task. curFrame = %d", curFrame);
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GLRRenderThreadTask *task = new GLRRenderThreadTask(GLRRunType::PRESENT);
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GLRRenderThreadTask *task = new GLRRenderThreadTask(GLRRunType::SUBMIT);
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task->frame = curFrame;
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{
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@ -414,10 +414,56 @@ void GLRenderManager::Finish() {
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insideFrame_ = false;
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}
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void GLRenderManager::Present() {
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int curFrame = GetCurFrame();
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GLRRenderThreadTask *task = new GLRRenderThreadTask(GLRRunType::PRESENT);
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task->frame = curFrame;
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std::unique_lock<std::mutex> lock(pushMutex_);
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renderThreadQueue_.push(task);
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}
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// Render thread. Returns true if the caller should handle a swap.
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bool GLRenderManager::Run(GLRRenderThreadTask &task) {
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GLFrameData &frameData = frameData_[task.frame];
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if (task.runType == GLRRunType::PRESENT) {
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bool swapRequest = false;
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if (!frameData.skipSwap) {
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if (swapIntervalChanged_) {
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swapIntervalChanged_ = false;
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if (swapIntervalFunction_) {
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swapIntervalFunction_(swapInterval_);
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}
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}
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// This is the swapchain framebuffer flip.
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if (swapFunction_) {
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VLOG(" PULL: SwapFunction()");
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swapFunction_();
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if (!retainControl_) {
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// get out of here.
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swapRequest = true;
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}
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} else {
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VLOG(" PULL: SwapRequested");
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swapRequest = true;
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}
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} else {
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frameData.skipSwap = false;
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}
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frameData.hasBegun = false;
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VLOG(" PULL: Frame %d.readyForFence = true", task.frame);
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{
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std::lock_guard<std::mutex> lock(frameData.fenceMutex);
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frameData.readyForFence = true;
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frameData.fenceCondVar.notify_one();
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// At this point, we're done with this framedata (for now).
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}
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return swapRequest;
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}
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if (!frameData.hasBegun) {
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frameData.hasBegun = true;
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@ -461,43 +507,8 @@ bool GLRenderManager::Run(GLRRenderThreadTask &task) {
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}
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}
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bool swapRequest = false;
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switch (task.runType) {
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case GLRRunType::PRESENT:
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if (!frameData.skipSwap) {
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if (swapIntervalChanged_) {
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swapIntervalChanged_ = false;
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if (swapIntervalFunction_) {
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swapIntervalFunction_(swapInterval_);
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}
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}
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// This is the swapchain framebuffer flip.
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if (swapFunction_) {
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VLOG(" PULL: SwapFunction()");
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swapFunction_();
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if (!retainControl_) {
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// get out of here.
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swapRequest = true;
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}
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} else {
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VLOG(" PULL: SwapRequested");
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swapRequest = true;
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}
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} else {
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frameData.skipSwap = false;
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}
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frameData.hasBegun = false;
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VLOG(" PULL: Frame %d.readyForFence = true", task.frame);
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{
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std::lock_guard<std::mutex> lock(frameData.fenceMutex);
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frameData.readyForFence = true;
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frameData.fenceCondVar.notify_one();
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// At this point, we're done with this framedata (for now).
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}
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case GLRRunType::SUBMIT:
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break;
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case GLRRunType::SYNC:
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@ -516,7 +527,7 @@ bool GLRenderManager::Run(GLRRenderThreadTask &task) {
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_assert_(false);
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}
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VLOG(" PULL: ::Run(): Done running tasks");
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return swapRequest;
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return false;
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}
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void GLRenderManager::FlushSync() {
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@ -198,6 +198,7 @@ public:
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};
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enum class GLRRunType {
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SUBMIT,
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PRESENT,
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SYNC,
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EXIT,
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@ -253,7 +254,8 @@ public:
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// Makes sure that the GPU has caught up enough that we can start writing buffers of this frame again.
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void BeginFrame(bool enableProfiling);
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// Can run on a different thread!
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void Finish();
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void Finish();
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void Present();
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// Creation commands. These were not needed in Vulkan since there we can do that on the main thread.
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// We pass in width/height here even though it's not strictly needed until we support glTextureStorage
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@ -803,6 +803,7 @@ void OpenGLContext::EndFrame() {
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}
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void OpenGLContext::Present() {
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renderManager_.Present();
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frameCount_++;
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}
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@ -1172,8 +1172,10 @@ namespace Libretro
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gpu->EndHostFrame();
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if (ctx->GetDrawContext())
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if (ctx->GetDrawContext()) {
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ctx->GetDrawContext()->EndFrame();
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ctx->GetDrawContext()->Present();
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}
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}
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static void EmuThreadFunc()
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