Android work. Make the Android OpenGL exit prodecure make more sense

This commit is contained in:
Henrik Rydgård 2022-10-03 16:35:08 +02:00
parent b62572a78f
commit 2659fd6f66
4 changed files with 29 additions and 16 deletions

View File

@ -189,14 +189,18 @@ void GLRenderManager::ThreadEnd() {
}
// Unlike in Vulkan, this isn't a full independent function, instead it gets called every frame.
// This also mean that we can poll the renderThreadQueue using a regular mutex, instead of
// This also mean that we have to poll the renderThreadQueue using a regular mutex, instead of
// blocking on it using a condition variable.
// Returns true if it did anything. False means the queue was empty.
bool GLRenderManager::ThreadFrame() {
if (!run_)
if (!run_) {
return false;
}
GLRRenderThreadTask task;
bool didAnything = false;
// In case of syncs or other partial completion, we keep going until we complete a frame.
while (true) {
// Pop a task of the queue and execute it.
@ -209,6 +213,8 @@ bool GLRenderManager::ThreadFrame() {
renderThreadQueue_.pop();
}
didAnything = true;
// We got a task! We can now have pushMutex_ unlocked, allowing the host to
// push more work when it feels like it, and just start working.
if (task.runType == GLRRunType::EXIT) {
@ -224,7 +230,7 @@ bool GLRenderManager::ThreadFrame() {
Run(task);
};
return true;
return didAnything;
}
void GLRenderManager::StopThread() {
@ -233,7 +239,7 @@ void GLRenderManager::StopThread() {
if (run_) {
run_ = false;
} else {
INFO_LOG(G3D, "GL submission thread was already paused.");
WARN_LOG(G3D, "GL submission thread was already paused.");
}
}

View File

@ -417,7 +417,7 @@ public:
void ThreadStart(Draw::DrawContext *draw);
void ThreadEnd();
bool ThreadFrame(); // Returns false to request exiting the loop.
bool ThreadFrame(); // Returns true if it did anything. False means the queue was empty.
void SetErrorCallback(ErrorCallbackFn callback, void *userdata) {
queueRunner_.SetErrorCallback(callback, userdata);
@ -433,6 +433,11 @@ public:
void Finish();
void Run(GLRRenderThreadTask &task);
void WaitUntilQueueIdle() {
// Don't think this needs to do anything anymore, at least not if called
// from render thread.
}
// 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
// and then we'll also need formats and stuff.

View File

@ -233,16 +233,14 @@ void Shutdown()
ClearPendingEvents();
UnregisterAllEvents();
while(eventPool)
{
while (eventPool) {
Event *ev = eventPool;
eventPool = ev->next;
delete ev;
}
std::lock_guard<std::mutex> lk(externalEventLock);
while(eventTsPool)
{
while (eventTsPool) {
Event *ev = eventTsPool;
eventTsPool = ev->next;
delete ev;
@ -251,7 +249,12 @@ void Shutdown()
u64 GetTicks()
{
return (u64)globalTimer + slicelength - currentMIPS->downcount;
if (currentMIPS) {
return (u64)globalTimer + slicelength - currentMIPS->downcount;
} else {
// Reporting can actually end up here during weird task switching sequences on Android
return false;
}
}
u64 GetIdleTicks()

View File

@ -335,7 +335,7 @@ static void EmuThreadFunc() {
while (emuThreadState != (int)EmuThreadState::QUIT_REQUESTED) {
UpdateRunLoopAndroid(env);
}
INFO_LOG(SYSTEM, "QUIT_REQUESTED found, left loop. Setting state to STOPPED.");
INFO_LOG(SYSTEM, "QUIT_REQUESTED found, left EmuThreadFunc loop. Setting state to STOPPED.");
emuThreadState = (int)EmuThreadState::STOPPED;
NativeShutdownGraphics();
@ -868,14 +868,13 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeApp_shutdown(JNIEnv *, jclass) {
EmuThreadStop("shutdown");
INFO_LOG(SYSTEM, "BeginAndroidShutdown");
graphicsContext->BeginAndroidShutdown();
// Skipping GL calls, the old context is gone.
INFO_LOG(SYSTEM, "Joining emuthread");
EmuThreadJoin();
// Now, it could be that we had some frames queued up. Get through them.
// We're on the render thread, so this is synchronous.
while (graphicsContext->ThreadFrame()) {
INFO_LOG(SYSTEM, "graphicsContext->ThreadFrame executed to clear buffers");
}
INFO_LOG(SYSTEM, "Joining emuthread");
EmuThreadJoin();
INFO_LOG(SYSTEM, "Joined emuthread");
graphicsContext->ThreadEnd();
graphicsContext->ShutdownFromRenderThread();
INFO_LOG(SYSTEM, "Graphics context now shut down from NativeApp_shutdown");