Files
archived-duckstation/src/core/video_thread.cpp

1608 lines
52 KiB
C++

// SPDX-FileCopyrightText: 2019-2025 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: CC-BY-NC-ND-4.0
#include "video_thread.h"
#include "core.h"
#include "fullscreenui.h"
#include "gpu_backend.h"
#include "gpu_hw_texture_cache.h"
#include "gpu_types.h"
#include "host.h"
#include "imgui_overlays.h"
#include "performance_counters.h"
#include "settings.h"
#include "shader_cache_version.h"
#include "system.h"
#include "system_private.h"
#include "video_presenter.h"
#include "video_thread_commands.h"
#include "util/gpu_device.h"
#include "util/imgui_manager.h"
#include "util/input_manager.h"
#include "util/postprocessing.h"
#include "util/state_wrapper.h"
#include "util/translation.h"
#include "common/align.h"
#include "common/error.h"
#include "common/log.h"
#include "common/threading.h"
#include "common/timer.h"
#include "IconsEmoji.h"
#include "IconsFontAwesome.h"
#include "fmt/format.h"
#include "imgui.h"
#include <optional>
LOG_CHANNEL(VideoThread);
namespace VideoThread {
enum : u32
{
COMMAND_QUEUE_SIZE = 16 * 1024 * 1024,
THRESHOLD_TO_WAKE_GPU = 65536,
};
static constexpr s32 THREAD_WAKE_COUNT_CPU_THREAD_IS_WAITING = 0x40000000; // CPU thread needs waking
static constexpr s32 THREAD_WAKE_COUNT_SLEEPING = -1;
// Use a slightly longer spin time on ARM64 due to power management.
#ifndef _M_ARM64
static constexpr u32 THREAD_SPIN_TIME_US = 50;
#else
static constexpr u32 THREAD_SPIN_TIME_US = 200;
#endif
static bool Reconfigure(std::optional<GPURenderer> renderer, bool upload_vram, std::optional<bool> fullscreen,
std::optional<bool> start_fullscreen_ui, bool recreate_device, Error* error);
// NOTE: Use with care! The handler needs to manually run the destructor.
template<class T, typename... Args>
T* AllocateCommand(u32 size, VideoThreadCommandType type, Args... args);
template<class T, typename... Args>
T* AllocateCommand(VideoThreadCommandType type, Args... args);
static u32 GetPendingCommandSize();
static void ResetCommandFIFO();
static bool IsCommandFIFOEmpty();
static void WakeThread();
static void WakeThreadIfSleeping();
static bool SleepThread(bool allow_sleep);
static bool CreateDeviceOnThread(RenderAPI api, bool fullscreen, bool preserve_imgui_on_failure, Error* error);
static void DestroyDeviceOnThread(bool preserve_imgui_state);
static void ResizeRenderWindowOnThread(u32 width, u32 height, float scale, float refresh_rate);
static void RecreateRenderWindowOnThread(bool fullscreen, bool allow_exclusive_fullscreen);
static void RenderWindowResizedOnThread();
static bool CheckExclusiveFullscreenOnThread();
static void ReconfigureOnThread(VideoThreadReconfigureCommand* cmd);
static bool CreateGPUBackendOnThread(GPURenderer renderer, bool upload_vram, const GPUSettings* old_settings,
Error* error);
static void DestroyGPUBackendOnThread();
static void DestroyGPUPresenterOnThread();
static void SetThreadEnabled(bool enabled);
static void UpdateSettingsOnThread(GPUSettings&& new_settings);
static void UpdateGameInfoOnThread(VideoThreadUpdateGameInfoCommand* cmd);
static void GameInfoChanged(bool serial_changed);
static void ClearGameInfoOnThread();
static void UpdateRunIdle();
namespace {
struct ALIGN_TO_CACHE_LINE State
{
// Owned by CPU thread.
Timer::Value thread_spin_time = 0;
Threading::ThreadHandle thread_handle;
Common::unique_aligned_ptr<u8[]> command_fifo_data;
WindowInfo render_window_info;
std::optional<GPURenderer> requested_renderer; // TODO: Non thread safe accessof this
bool use_thread = false;
bool fullscreen_state = false;
// Hot variables between both threads.
ALIGN_TO_CACHE_LINE std::atomic<u32> command_fifo_write_ptr{0};
std::atomic<s32> thread_wake_count{0}; // <0 = sleeping, >= 0 = has work
Threading::KernelSemaphore thread_wake_semaphore;
Threading::KernelSemaphore thread_is_done_semaphore;
// Owned by GPU thread.
ALIGN_TO_CACHE_LINE Common::unique_aligned_ptr<GPUBackend> gpu_backend;
std::atomic<u32> command_fifo_read_ptr{0};
u8 run_idle_reasons = 0;
bool run_idle_flag = false;
GPUVSyncMode requested_vsync = GPUVSyncMode::Disabled;
bool requested_fullscreen_ui = false;
std::string game_title;
std::string game_serial;
std::string game_path;
GameHash game_hash = 0;
};
} // namespace
static State s_state;
} // namespace VideoThread
const Threading::ThreadHandle& VideoThread::Internal::GetThreadHandle()
{
return s_state.thread_handle;
}
void VideoThread::ResetCommandFIFO()
{
Assert(!s_state.run_idle_flag && s_state.command_fifo_read_ptr.load(std::memory_order_acquire) ==
s_state.command_fifo_write_ptr.load(std::memory_order_relaxed));
s_state.command_fifo_write_ptr.store(0, std::memory_order_release);
s_state.command_fifo_read_ptr.store(0, std::memory_order_release);
}
void VideoThread::Internal::ProcessStartup()
{
s_state.thread_spin_time = Timer::ConvertNanosecondsToValue(THREAD_SPIN_TIME_US * 1000.0);
s_state.command_fifo_data = Common::make_unique_aligned_for_overwrite<u8[]>(HOST_CACHE_LINE_SIZE, COMMAND_QUEUE_SIZE);
s_state.use_thread = g_settings.gpu_use_thread;
s_state.run_idle_reasons = static_cast<u8>(RunIdleReason::NoGPUBackend);
}
void VideoThread::Internal::RequestShutdown()
{
INFO_LOG("Shutting down video thread...");
SyncThread(false);
// Thread must be enabled to shut it down.
SetThreadEnabled(true);
PushCommandAndWakeThread(AllocateCommand(VideoThreadCommandType::Shutdown, sizeof(VideoThreadCommand)));
}
VideoThreadCommand* VideoThread::AllocateCommand(VideoThreadCommandType command, u32 size)
{
size = VideoThreadCommand::AlignCommandSize(size);
for (;;)
{
u32 read_ptr = s_state.command_fifo_read_ptr.load(std::memory_order_acquire);
u32 write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_relaxed);
if (read_ptr > write_ptr) [[unlikely]]
{
u32 available_size = read_ptr - write_ptr;
while (available_size < size)
{
WakeThreadIfSleeping();
read_ptr = s_state.command_fifo_read_ptr.load(std::memory_order_acquire);
available_size = (read_ptr > write_ptr) ? (read_ptr - write_ptr) : (COMMAND_QUEUE_SIZE - write_ptr);
}
}
else
{
const u32 available_size = COMMAND_QUEUE_SIZE - write_ptr;
if (size > available_size) [[unlikely]]
{
// Can't wrap around until the video thread has at least started processing commands...
if (read_ptr == 0) [[unlikely]]
{
DEV_LOG("Buffer full and unprocessed, spinning");
do
{
WakeThreadIfSleeping();
read_ptr = s_state.command_fifo_read_ptr.load(std::memory_order_acquire);
} while (read_ptr == 0);
}
// allocate a dummy command to wrap the buffer around
VideoThreadCommand* dummy_cmd = reinterpret_cast<VideoThreadCommand*>(&s_state.command_fifo_data[write_ptr]);
dummy_cmd->type = VideoThreadCommandType::Wraparound;
dummy_cmd->size = available_size;
s_state.command_fifo_write_ptr.store(0, std::memory_order_release);
continue;
}
}
VideoThreadCommand* cmd = reinterpret_cast<VideoThreadCommand*>(&s_state.command_fifo_data[write_ptr]);
cmd->type = command;
cmd->size = size;
return cmd;
}
}
template<class T, typename... Args>
T* VideoThread::AllocateCommand(u32 size, VideoThreadCommandType type, Args... args)
{
VideoThreadCommand* cmd = AllocateCommand(type, size);
const u32 alloc_size = cmd->size;
new (cmd) T(std::forward<Args>(args)...);
// constructor may overwrite the fields, need to reset them
cmd->type = type;
cmd->size = alloc_size;
return static_cast<T*>(cmd);
}
template<class T, typename... Args>
T* VideoThread::AllocateCommand(VideoThreadCommandType type, Args... args)
{
return AllocateCommand<T>(sizeof(T), type, std::forward<Args>(args)...);
}
u32 VideoThread::GetPendingCommandSize()
{
const u32 read_ptr = s_state.command_fifo_read_ptr.load(std::memory_order_acquire);
const u32 write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_relaxed);
return (write_ptr >= read_ptr) ? (write_ptr - read_ptr) : (COMMAND_QUEUE_SIZE - read_ptr + write_ptr);
}
bool VideoThread::IsCommandFIFOEmpty()
{
const u32 read_ptr = s_state.command_fifo_read_ptr.load(std::memory_order_acquire);
const u32 write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_relaxed);
return (read_ptr == write_ptr);
}
void VideoThread::PushCommand(VideoThreadCommand* cmd)
{
if (!s_state.use_thread) [[unlikely]]
{
DebugAssert(s_state.gpu_backend);
s_state.gpu_backend->HandleCommand(cmd);
return;
}
const u32 new_write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_relaxed) + cmd->size;
DebugAssert(new_write_ptr <= COMMAND_QUEUE_SIZE);
s_state.command_fifo_write_ptr.store(new_write_ptr % COMMAND_QUEUE_SIZE, std::memory_order_release);
if (GetPendingCommandSize() >= THRESHOLD_TO_WAKE_GPU) // TODO:FIXME: maybe purge this?
WakeThread();
}
void VideoThread::PushCommandAndWakeThread(VideoThreadCommand* cmd)
{
if (!s_state.use_thread) [[unlikely]]
{
DebugAssert(s_state.gpu_backend);
s_state.gpu_backend->HandleCommand(cmd);
return;
}
const u32 new_write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_relaxed) + cmd->size;
DebugAssert(new_write_ptr <= COMMAND_QUEUE_SIZE);
s_state.command_fifo_write_ptr.store(new_write_ptr % COMMAND_QUEUE_SIZE, std::memory_order_release);
WakeThread();
}
void VideoThread::PushCommandAndSync(VideoThreadCommand* cmd, bool spin)
{
if (!s_state.use_thread) [[unlikely]]
{
DebugAssert(s_state.gpu_backend);
s_state.gpu_backend->HandleCommand(cmd);
return;
}
const u32 new_write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_relaxed) + cmd->size;
DebugAssert(new_write_ptr <= COMMAND_QUEUE_SIZE);
s_state.command_fifo_write_ptr.store(new_write_ptr % COMMAND_QUEUE_SIZE, std::memory_order_release);
WakeThread();
SyncThread(spin);
}
ALWAYS_INLINE s32 GetThreadWakeCount(s32 state)
{
return (state & ~VideoThread::THREAD_WAKE_COUNT_CPU_THREAD_IS_WAITING);
}
void VideoThread::WakeThread()
{
// If sleeping, state will be <0, otherwise this will increment the pending work count.
// We add 2 so that there's a positive work count if we were sleeping, otherwise the thread would go to sleep.
if (s_state.thread_wake_count.fetch_add(2, std::memory_order_release) < 0)
s_state.thread_wake_semaphore.Post();
}
ALWAYS_INLINE_RELEASE void VideoThread::WakeThreadIfSleeping()
{
if (GetThreadWakeCount(s_state.thread_wake_count.load(std::memory_order_acquire)) < 0)
{
if (IsCommandFIFOEmpty())
return;
WakeThread();
}
}
void VideoThread::SyncThread(bool spin)
{
if (!s_state.use_thread)
return;
if (spin)
{
// Check if the video thread is done/sleeping.
if (GetThreadWakeCount(s_state.thread_wake_count.load(std::memory_order_acquire)) < 0)
{
if (IsCommandFIFOEmpty())
return;
WakeThread();
}
const Timer::Value start_time = Timer::GetCurrentValue();
Timer::Value current_time = start_time;
do
{
// Check if the video thread is done/sleeping.
if (GetThreadWakeCount(s_state.thread_wake_count.load(std::memory_order_acquire)) < 0)
{
if (IsCommandFIFOEmpty())
return;
WakeThread();
continue;
}
// Hopefully ought to be enough.
MultiPause();
current_time = Timer::GetCurrentValue();
} while ((current_time - start_time) < s_state.thread_spin_time);
}
// s_thread_wake_count |= THREAD_WAKE_COUNT_CPU_THREAD_IS_WAITING if not zero
s32 value;
do
{
// Check if the video thread is done/sleeping.
value = s_state.thread_wake_count.load(std::memory_order_acquire);
if (GetThreadWakeCount(value) < 0)
{
if (IsCommandFIFOEmpty())
return;
WakeThread();
continue;
}
} while (!s_state.thread_wake_count.compare_exchange_weak(value, value | THREAD_WAKE_COUNT_CPU_THREAD_IS_WAITING,
std::memory_order_acq_rel, std::memory_order_relaxed));
s_state.thread_is_done_semaphore.Wait();
}
bool VideoThread::SleepThread(bool allow_sleep)
{
DebugAssert(!allow_sleep || s_state.thread_wake_count.load(std::memory_order_relaxed) >= 0);
for (;;)
{
// Acknowledge any work that has been queued, but preserve the waiting flag if there is any, since we're not done
// yet.
s32 old_state, new_state;
do
{
old_state = s_state.thread_wake_count.load(std::memory_order_relaxed);
new_state = (GetThreadWakeCount(old_state) > 0) ? (old_state & THREAD_WAKE_COUNT_CPU_THREAD_IS_WAITING) :
(allow_sleep ? THREAD_WAKE_COUNT_SLEEPING : 0);
} while (!s_state.thread_wake_count.compare_exchange_weak(old_state, new_state, std::memory_order_acq_rel,
std::memory_order_relaxed));
// Are we not done yet?
if (GetThreadWakeCount(old_state) > 0)
return true;
// We're done, so wake the CPU thread if it's waiting.
if (old_state & THREAD_WAKE_COUNT_CPU_THREAD_IS_WAITING)
s_state.thread_is_done_semaphore.Post();
// Sleep until more work is queued.
if (allow_sleep)
s_state.thread_wake_semaphore.Wait();
else
return false;
}
}
void VideoThread::Internal::VideoThreadEntryPoint()
{
s_state.thread_handle = Threading::ThreadHandle::GetForCallingThread();
// Take a local copy of the FIFO, that way it's not ping-ponging between the threads.
u8* const command_fifo_data = s_state.command_fifo_data.get();
for (;;)
{
u32 write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_acquire);
u32 read_ptr = s_state.command_fifo_read_ptr.load(std::memory_order_relaxed);
if (read_ptr == write_ptr)
{
if (SleepThread(!s_state.run_idle_flag))
{
// sleep => wake, need to reload pointers
continue;
}
else
{
DoRunIdle();
continue;
}
}
write_ptr = (write_ptr < read_ptr) ? COMMAND_QUEUE_SIZE : write_ptr;
while (read_ptr < write_ptr)
{
VideoThreadCommand* cmd = reinterpret_cast<VideoThreadCommand*>(&command_fifo_data[read_ptr]);
DebugAssert((read_ptr + cmd->size) <= COMMAND_QUEUE_SIZE);
read_ptr += cmd->size;
if (cmd->type > VideoThreadCommandType::Shutdown) [[likely]]
{
DebugAssert(s_state.gpu_backend);
s_state.gpu_backend->HandleCommand(cmd);
continue;
}
switch (cmd->type)
{
case VideoThreadCommandType::Wraparound:
{
DebugAssert(read_ptr == COMMAND_QUEUE_SIZE);
write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_acquire);
read_ptr = 0;
// let the CPU thread know as early as possible that we're here
s_state.command_fifo_read_ptr.store(read_ptr, std::memory_order_release);
}
break;
case VideoThreadCommandType::AsyncCall:
{
VideoThreadAsyncCallCommand* acmd = static_cast<VideoThreadAsyncCallCommand*>(cmd);
acmd->func();
acmd->~VideoThreadAsyncCallCommand();
}
break;
case VideoThreadCommandType::AsyncBackendCall:
{
VideoThreadAsyncBackendCallCommand* acmd = static_cast<VideoThreadAsyncBackendCallCommand*>(cmd);
acmd->func(s_state.gpu_backend.get());
acmd->~VideoThreadAsyncBackendCallCommand();
}
break;
case VideoThreadCommandType::Reconfigure:
{
VideoThreadReconfigureCommand* ccmd = static_cast<VideoThreadReconfigureCommand*>(cmd);
ReconfigureOnThread(ccmd);
ccmd->~VideoThreadReconfigureCommand();
}
break;
case VideoThreadCommandType::UpdateSettings:
{
VideoThreadUpdateSettingsCommand* ccmd = static_cast<VideoThreadUpdateSettingsCommand*>(cmd);
UpdateSettingsOnThread(std::move(ccmd->settings));
ccmd->~VideoThreadUpdateSettingsCommand();
}
break;
case VideoThreadCommandType::UpdateGameInfo:
{
VideoThreadUpdateGameInfoCommand* ccmd = static_cast<VideoThreadUpdateGameInfoCommand*>(cmd);
UpdateGameInfoOnThread(ccmd);
ccmd->~VideoThreadUpdateGameInfoCommand();
}
break;
case VideoThreadCommandType::Shutdown:
{
// Should have consumed everything, and be shutdown.
DebugAssert(read_ptr == write_ptr);
s_state.command_fifo_read_ptr.store(read_ptr, std::memory_order_release);
return;
}
break;
DefaultCaseIsUnreachable();
}
}
// if the command was aligned to the end of the buffer, read_ptr will be COMMAND_QUEUE_SIZE.
DebugAssert(read_ptr <= COMMAND_QUEUE_SIZE);
s_state.command_fifo_read_ptr.store(read_ptr % COMMAND_QUEUE_SIZE, std::memory_order_release);
}
s_state.thread_handle = {};
}
void VideoThread::Internal::DoRunIdle()
{
if (!g_gpu_device->HasMainSwapChain()) [[unlikely]]
{
// only happens during language switch
Timer::NanoSleep(16 * 1000 * 1000);
return;
}
if (!PresentFrameAndRestoreContext())
return;
if (g_gpu_device->HasMainSwapChain() && !g_gpu_device->GetMainSwapChain()->IsVSyncModeBlocking())
VideoPresenter::ThrottlePresentation();
}
bool VideoThread::Reconfigure(std::optional<GPURenderer> renderer, bool upload_vram, std::optional<bool> fullscreen,
std::optional<bool> start_fullscreen_ui, bool recreate_device, Error* error)
{
INFO_LOG("Reconfiguring video thread.");
s_state.requested_renderer = renderer;
s_state.fullscreen_state = fullscreen.value_or(s_state.fullscreen_state);
bool result = false;
VideoThreadReconfigureCommand* cmd =
AllocateCommand<VideoThreadReconfigureCommand>(VideoThreadCommandType::Reconfigure);
cmd->renderer = s_state.requested_renderer;
cmd->fullscreen = s_state.fullscreen_state;
cmd->start_fullscreen_ui = start_fullscreen_ui;
cmd->vsync_mode = System::GetEffectiveVSyncMode();
cmd->present_skip_mode = System::GetEffectivePresentSkipMode();
cmd->force_recreate_device = recreate_device;
cmd->upload_vram = upload_vram;
cmd->error_ptr = error;
cmd->out_result = &result;
cmd->settings = g_settings;
if (!s_state.use_thread) [[unlikely]]
ReconfigureOnThread(cmd);
else
PushCommandAndSync(cmd, false);
return result;
}
bool VideoThread::StartFullscreenUI(bool fullscreen, Error* error)
{
// Don't need to reconfigure if we already have a system.
if (System::IsValid())
{
RunOnThread([]() { s_state.requested_fullscreen_ui = true; });
return true;
}
return Reconfigure(std::nullopt, false, fullscreen, true, false, error);
}
bool VideoThread::IsFullscreenUIRequested()
{
return s_state.requested_fullscreen_ui;
}
void VideoThread::StopFullscreenUI()
{
// Don't need to reconfigure if we already have a system.
if (System::IsValid())
{
RunOnThread([]() { s_state.requested_fullscreen_ui = false; });
return;
}
Reconfigure(std::nullopt, false, std::nullopt, false, false, nullptr);
}
std::optional<GPURenderer> VideoThread::GetRequestedRenderer()
{
return s_state.requested_renderer;
}
bool VideoThread::CreateGPUBackend(GPURenderer renderer, bool upload_vram, std::optional<bool> fullscreen, Error* error)
{
return Reconfigure(renderer, upload_vram, fullscreen, std::nullopt, false, error);
}
void VideoThread::DestroyGPUBackend()
{
Reconfigure(std::nullopt, false, std::nullopt, std::nullopt, false, nullptr);
s_state.requested_renderer.reset();
}
bool VideoThread::HasGPUBackend()
{
DebugAssert(IsOnThread());
return (s_state.gpu_backend != nullptr);
}
bool VideoThread::IsGPUBackendRequested()
{
return s_state.requested_renderer.has_value();
}
bool VideoThread::IsFullscreen()
{
return s_state.fullscreen_state;
}
bool VideoThread::CreateDeviceOnThread(RenderAPI api, bool fullscreen, bool preserve_imgui_on_failure, Error* error)
{
DebugAssert(!g_gpu_device);
INFO_LOG("Trying to create a {} GPU device...", GPUDevice::RenderAPIToString(api));
g_gpu_device = GPUDevice::CreateDeviceForAPI(api);
std::optional<GPUDevice::ExclusiveFullscreenMode> fullscreen_mode;
if (fullscreen && g_gpu_device && g_gpu_device->GetFeatures().exclusive_fullscreen)
{
fullscreen_mode =
GPUDevice::ExclusiveFullscreenMode::Parse(Core::GetTinyStringSettingValue("GPU", "FullscreenMode", ""));
}
std::optional<bool> exclusive_fullscreen_control;
if (g_gpu_settings.display_exclusive_fullscreen_control != DisplayExclusiveFullscreenControl::Automatic)
{
exclusive_fullscreen_control =
(g_gpu_settings.display_exclusive_fullscreen_control == DisplayExclusiveFullscreenControl::Allowed);
}
GPUDevice::CreateFlags create_flags = GPUDevice::CreateFlags::None;
if (g_gpu_settings.gpu_prefer_gles_context)
create_flags |= GPUDevice::CreateFlags::PreferGLESContext;
if (g_gpu_settings.gpu_use_debug_device)
create_flags |= GPUDevice::CreateFlags::EnableDebugDevice;
if (g_gpu_settings.gpu_use_debug_device && g_gpu_settings.gpu_use_debug_device_gpu_validation)
create_flags |= GPUDevice::CreateFlags::EnableGPUValidation;
if (g_gpu_settings.gpu_disable_shader_cache)
create_flags |= GPUDevice::CreateFlags::DisableShaderCache;
if (g_gpu_settings.gpu_disable_dual_source_blend)
create_flags |= GPUDevice::CreateFlags::DisableDualSourceBlend;
if (g_gpu_settings.gpu_disable_framebuffer_fetch)
create_flags |= GPUDevice::CreateFlags::DisableFramebufferFetch;
if (g_gpu_settings.gpu_disable_texture_buffers)
create_flags |= GPUDevice::CreateFlags::DisableTextureBuffers;
if (g_gpu_settings.gpu_disable_texture_copy_to_self)
create_flags |= GPUDevice::CreateFlags::DisableTextureCopyToSelf;
if (g_gpu_settings.gpu_disable_memory_import)
create_flags |= GPUDevice::CreateFlags::DisableMemoryImport;
if (g_gpu_settings.gpu_disable_raster_order_views)
create_flags |= GPUDevice::CreateFlags::DisableRasterOrderViews;
if (g_gpu_settings.gpu_disable_compute_shaders)
create_flags |= GPUDevice::CreateFlags::DisableComputeShaders;
if (g_gpu_settings.gpu_disable_compressed_textures)
create_flags |= GPUDevice::CreateFlags::DisableCompressedTextures;
// Only dump shaders on debug builds for Android, users will complain about storage...
#if !defined(__ANDROID__) || defined(_DEBUG)
const std::string_view shader_dump_directory(EmuFolders::DataRoot);
#else
const std::string_view shader_dump_directory;
#endif
Error create_error;
std::optional<WindowInfo> wi;
if (!g_gpu_device ||
!(wi = Host::AcquireRenderWindow(api, fullscreen, fullscreen_mode.has_value(), &create_error)).has_value() ||
!g_gpu_device->Create(Core::GetStringSettingValue("GPU", "Adapter"), create_flags, shader_dump_directory,
EmuFolders::Cache, SHADER_CACHE_VERSION, wi.value(), s_state.requested_vsync,
fullscreen_mode.has_value() ? &fullscreen_mode.value() : nullptr,
exclusive_fullscreen_control, &create_error))
{
ERROR_LOG("Failed to create GPU device: {}", create_error.GetDescription());
if (g_gpu_device)
g_gpu_device->Destroy();
g_gpu_device.reset();
if (wi.has_value())
Host::ReleaseRenderWindow();
Error::SetStringFmt(
error,
TRANSLATE_FS("System", "Failed to create render device:\n\n{0}\n\nThis may be due to your GPU not supporting the "
"chosen renderer ({1}), or because your graphics drivers need to be updated."),
create_error.GetDescription(), GPUDevice::RenderAPIToString(api));
return false;
}
// might be initialized already if we're recreating the device
const bool imgui_was_initialized = ImGuiManager::IsInitialized();
if (!(imgui_was_initialized ? ImGuiManager::CreateGPUResources(&create_error) :
ImGuiManager::Initialize(&create_error)))
{
ERROR_LOG("Failed to initialize ImGuiManager: {}", create_error.GetDescription());
Error::SetStringFmt(error, "Failed to initialize ImGuiManager: {}", create_error.GetDescription());
if (preserve_imgui_on_failure)
ImGuiManager::DestroyGPUResources();
else
ImGuiManager::Shutdown();
g_gpu_device->Destroy();
g_gpu_device.reset();
if (wi.has_value())
Host::ReleaseRenderWindow();
return false;
}
// still need to update the window size
if (imgui_was_initialized && g_gpu_device->HasMainSwapChain())
{
const GPUSwapChain* sc = g_gpu_device->GetMainSwapChain();
ImGuiManager::WindowResized(sc->GetWindowInfo().surface_format, static_cast<float>(sc->GetWidth()),
static_cast<float>(sc->GetHeight()));
}
if (s_state.requested_fullscreen_ui)
FullscreenUI::Initialize();
if (const GPUSwapChain* swap_chain = g_gpu_device->GetMainSwapChain())
s_state.render_window_info = swap_chain->GetWindowInfo();
else
s_state.render_window_info = WindowInfo();
s_state.render_window_info.surface_width = std::max<u16>(s_state.render_window_info.surface_width, 1);
s_state.render_window_info.surface_height = std::max<u16>(s_state.render_window_info.surface_height, 1);
UpdateRunIdle();
// Switch to borderless if exclusive failed.
if (fullscreen_mode.has_value() && !CheckExclusiveFullscreenOnThread())
{
WARNING_LOG("Failed to get exclusive fullscreen, requesting borderless fullscreen instead.");
RecreateRenderWindowOnThread(true, false);
}
return true;
}
void VideoThread::DestroyDeviceOnThread(bool preserve_imgui_state)
{
if (!g_gpu_device)
return;
// Presenter should be gone by this point
Assert(!VideoPresenter::HasDisplayTexture());
if (preserve_imgui_state)
{
DEV_LOG("Preserving ImGui state on destroy");
ImGuiManager::DestroyGPUResources();
}
else
{
ImGuiManager::Shutdown();
}
INFO_LOG("Destroying {} GPU device...", GPUDevice::RenderAPIToString(g_gpu_device->GetRenderAPI()));
g_gpu_device->Destroy();
g_gpu_device.reset();
Host::ReleaseRenderWindow();
UpdateRunIdle();
s_state.render_window_info = WindowInfo();
}
bool VideoThread::CreateGPUBackendOnThread(GPURenderer renderer, bool upload_vram, const GPUSettings* old_settings,
Error* error)
{
Error local_error;
// Create presenter if we don't already have one.
if (!VideoPresenter::IsInitialized())
{
if (!VideoPresenter::Initialize(&local_error))
{
ERROR_LOG("Failed to create presenter: {}", local_error.GetDescription());
Error::SetStringFmt(error, "Failed to create presenter: {}", local_error.GetDescription());
return false;
}
}
else if (old_settings)
{
// Settings may have still changed.
if (!VideoPresenter::UpdateSettings(*old_settings, &local_error))
{
ERROR_LOG("Failed to update presenter settings: {}", local_error.GetDescription());
Error::SetStringFmt(error, "Failed to update presenter settings: {}", local_error.GetDescription());
VideoPresenter::Shutdown();
return false;
}
}
#ifndef __ANDROID__
ImGuiManager::UpdateDebugWindowConfig();
#endif
const bool is_hardware = (renderer != GPURenderer::Software);
if (is_hardware)
s_state.gpu_backend = GPUBackend::CreateHardwareBackend();
else
s_state.gpu_backend = GPUBackend::CreateSoftwareBackend();
bool okay = s_state.gpu_backend->Initialize(upload_vram, &local_error);
if (!okay)
{
ERROR_LOG("Failed to create {} renderer: {}", Settings::GetRendererName(renderer), local_error.GetDescription());
if (is_hardware && !System::IsStartupCancelled())
{
Host::AddIconOSDMessage(
OSDMessageType::Error, "GPUBackendCreationFailed", ICON_FA_PAINT_ROLLER,
fmt::format(TRANSLATE_FS("OSDMessage", "Failed to initialize {} renderer, falling back to software renderer."),
Settings::GetRendererName(s_state.requested_renderer.value())));
s_state.requested_renderer = GPURenderer::Software;
s_state.gpu_backend = GPUBackend::CreateSoftwareBackend();
if (!s_state.gpu_backend->Initialize(upload_vram, &local_error))
Panic("Failed to initialize fallback software renderer");
}
if (!okay)
{
if (error)
*error = local_error;
return false;
}
}
g_gpu_device->SetGPUTimingEnabled(g_gpu_settings.display_show_gpu_usage);
s_state.gpu_backend->RestoreDeviceContext();
SetRunIdleReason(RunIdleReason::NoGPUBackend, false);
return true;
}
void VideoThread::ReconfigureOnThread(VideoThreadReconfigureCommand* cmd)
{
// Store state.
s_state.requested_fullscreen_ui = cmd->start_fullscreen_ui.value_or(s_state.requested_fullscreen_ui);
s_state.requested_vsync = cmd->vsync_mode;
VideoPresenter::SetPresentSkipMode(cmd->present_skip_mode);
// Are we shutting down everything?
if (!cmd->renderer.has_value() && !s_state.requested_fullscreen_ui)
{
// Serial clear must be after backend destroy, otherwise textures won't dump.
DestroyGPUBackendOnThread();
DestroyGPUPresenterOnThread();
DestroyDeviceOnThread(false);
ClearGameInfoOnThread();
return;
}
const GPUSettings old_settings = std::move(g_gpu_settings);
g_gpu_settings = std::move(cmd->settings);
// Readback old VRAM for hardware renderers.
const bool had_renderer = static_cast<bool>(s_state.gpu_backend);
if (had_renderer && cmd->renderer.has_value() && cmd->upload_vram)
{
GPUBackendReadVRAMCommand read_cmd;
read_cmd.type = VideoThreadCommandType::ReadVRAM;
read_cmd.size = sizeof(cmd);
read_cmd.x = 0;
read_cmd.y = 0;
read_cmd.width = VRAM_WIDTH;
read_cmd.height = VRAM_HEIGHT;
s_state.gpu_backend->HandleCommand(&read_cmd);
}
if (s_state.gpu_backend)
DestroyGPUBackendOnThread();
// Device recreation?
const RenderAPI current_api = g_gpu_device ? g_gpu_device->GetRenderAPI() : RenderAPI::None;
const RenderAPI expected_api =
(cmd->renderer.has_value() && cmd->renderer.value() == GPURenderer::Software && current_api != RenderAPI::None) ?
current_api :
Settings::GetRenderAPIForRenderer(s_state.requested_renderer.value_or(g_gpu_settings.gpu_renderer));
if (cmd->force_recreate_device || !GPUDevice::IsSameRenderAPI(current_api, expected_api))
{
Timer timer;
DestroyGPUPresenterOnThread();
DestroyDeviceOnThread(true);
Error local_error;
if (!CreateDeviceOnThread(expected_api, cmd->fullscreen, current_api != RenderAPI::None, &local_error))
{
Host::AddIconOSDMessage(
OSDMessageType::Error, "DeviceSwitchFailed", ICON_FA_PAINT_ROLLER,
fmt::format(TRANSLATE_FS("OSDMessage", "Failed to create {} GPU device, reverting to {}.\n{}"),
GPUDevice::RenderAPIToString(expected_api), GPUDevice::RenderAPIToString(current_api),
local_error.GetDescription()));
Host::ReleaseRenderWindow();
if (current_api == RenderAPI::None || !CreateDeviceOnThread(current_api, cmd->fullscreen, false, &local_error))
{
if (cmd->error_ptr)
*cmd->error_ptr = local_error;
*cmd->out_result = false;
return;
}
}
INFO_LOG("GPU device recreated in {:.2f}ms", timer.GetTimeMilliseconds());
}
// Full shutdown case handled above.
Assert(cmd->renderer.has_value() || s_state.requested_fullscreen_ui);
if (cmd->renderer.has_value())
{
Timer timer;
// Do we want a renderer?
if (!(*cmd->out_result =
CreateGPUBackendOnThread(cmd->renderer.value(), cmd->upload_vram, &old_settings, cmd->error_ptr)))
{
// If we had a renderer, it means it was a switch, and we need to bail out the thread.
if (had_renderer)
{
VideoThread::ReportFatalErrorAndShutdown("Failed to switch GPU backend.");
*cmd->out_result = true;
}
else
{
// No point keeping the presenter around.
DestroyGPUBackendOnThread();
DestroyGPUPresenterOnThread();
ClearGameInfoOnThread();
}
}
INFO_LOG("GPU device recreated in {:.2f}ms", timer.GetTimeMilliseconds());
}
else if (s_state.requested_fullscreen_ui)
{
// s_state.requested_fullscreen_ui starts FullscreenUI in CreateDeviceOnThread().
if (!(*cmd->out_result =
g_gpu_device || CreateDeviceOnThread(expected_api, cmd->fullscreen, false, cmd->error_ptr)))
{
return;
}
// Don't need to present game frames anymore.
DestroyGPUPresenterOnThread();
ClearGameInfoOnThread();
}
}
void VideoThread::DestroyGPUBackendOnThread()
{
if (!s_state.gpu_backend)
return;
VERBOSE_LOG("Shutting down GPU backend...");
SetRunIdleReason(RunIdleReason::NoGPUBackend, true);
s_state.gpu_backend.reset();
}
void VideoThread::DestroyGPUPresenterOnThread()
{
if (!VideoPresenter::IsInitialized())
return;
VERBOSE_LOG("Shutting down GPU presenter...");
ImGuiManager::DestroyAllDebugWindows();
ImGuiManager::DestroyOverlayTextures();
// Should have no queued frames by this point. Backend can get replaced with null.
Assert(!s_state.gpu_backend);
Assert(GPUBackend::GetQueuedFrameCount() == 0);
// Don't need timing anymore.
g_gpu_device->SetGPUTimingEnabled(false);
VideoPresenter::Shutdown();
}
bool VideoThread::Internal::PresentFrameAndRestoreContext()
{
DebugAssert(IsOnThread());
if (s_state.gpu_backend)
s_state.gpu_backend->FlushRender();
if (g_gpu_device->HasMainSwapChain())
{
if (!VideoPresenter::PresentFrame(s_state.gpu_backend.get(), 0))
return false;
if (s_state.gpu_backend)
s_state.gpu_backend->RestoreDeviceContext();
}
return true;
}
void VideoThread::SetThreadEnabled(bool enabled)
{
if (s_state.use_thread == enabled)
return;
if (s_state.use_thread)
SyncThread(false);
// Was anything active?
if (!g_gpu_device)
{
// Thread should be idle. Just reset the FIFO.
s_state.use_thread = enabled;
ResetCommandFIFO();
return;
}
const bool fullscreen_state = s_state.fullscreen_state;
const bool requested_fullscreen_ui = s_state.requested_fullscreen_ui;
const std::optional<GPURenderer> requested_renderer = s_state.requested_renderer;
// Force VRAM download, we're recreating.
if (requested_renderer.has_value())
{
GPUBackendReadVRAMCommand* cmd = GPUBackend::NewReadVRAMCommand();
cmd->x = 0;
cmd->y = 0;
cmd->width = VRAM_WIDTH;
cmd->height = VRAM_HEIGHT;
PushCommand(cmd);
}
// Shutdown reconfigure.
Reconfigure(std::nullopt, false, false, false, false, nullptr);
// Thread should be idle at this point. Reset the FIFO.
ResetCommandFIFO();
// Update state and reconfigure again.
s_state.use_thread = enabled;
Error error;
if (!Reconfigure(requested_renderer, requested_renderer.has_value(), fullscreen_state, requested_fullscreen_ui, true,
&error))
{
ERROR_LOG("Reconfigure failed: {}", error.GetDescription());
ReportFatalErrorAndShutdown(fmt::format("Reconfigure failed: {}", error.GetDescription()));
}
}
void VideoThread::UpdateSettingsOnThread(GPUSettings&& new_settings)
{
VERBOSE_LOG("Updating GPU settings on thread...");
GPUSettings old_settings = std::move(g_gpu_settings);
g_gpu_settings = std::move(new_settings);
if (g_gpu_device)
{
if (g_gpu_settings.display_osd_scale != old_settings.display_osd_scale)
ImGuiManager::RequestScaleUpdate();
FullscreenUI::CheckForConfigChanges(old_settings);
}
if (s_state.gpu_backend)
{
if (g_gpu_settings.display_show_gpu_usage != old_settings.display_show_gpu_usage)
g_gpu_device->SetGPUTimingEnabled(g_gpu_settings.display_show_gpu_usage);
Error error;
if (!VideoPresenter::UpdateSettings(old_settings, &error) ||
!s_state.gpu_backend->UpdateSettings(old_settings, &error)) [[unlikely]]
{
ReportFatalErrorAndShutdown(fmt::format("Failed to update settings: {}", error.GetDescription()));
return;
}
if (ImGuiManager::UpdateDebugWindowConfig())
Internal::PresentFrameAndRestoreContext();
else
s_state.gpu_backend->RestoreDeviceContext();
}
}
void VideoThread::RunOnThread(AsyncCallType func)
{
if (!s_state.use_thread) [[unlikely]]
{
func();
return;
}
VideoThreadAsyncCallCommand* cmd =
AllocateCommand<VideoThreadAsyncCallCommand>(VideoThreadCommandType::AsyncCall, std::move(func));
PushCommandAndWakeThread(cmd);
}
void VideoThread::RunOnBackend(AsyncBackendCallType func, bool sync, bool spin_or_wake)
{
if (!s_state.use_thread) [[unlikely]]
{
func(s_state.gpu_backend.get());
return;
}
VideoThreadAsyncBackendCallCommand* cmd =
AllocateCommand<VideoThreadAsyncBackendCallCommand>(VideoThreadCommandType::AsyncBackendCall, std::move(func));
if (sync)
PushCommandAndSync(cmd, spin_or_wake);
else if (spin_or_wake)
PushCommandAndWakeThread(cmd);
else
PushCommand(cmd);
}
std::pair<VideoThreadCommand*, void*> VideoThread::BeginASyncBufferCall(AsyncBufferCallType func, u32 buffer_size)
{
// this is less than optimal, but it's only used for input osd updates currently, so whatever
VideoThreadAsyncCallCommand* const cmd = AllocateCommand<VideoThreadAsyncCallCommand>(
sizeof(VideoThreadAsyncCallCommand) + buffer_size, VideoThreadCommandType::AsyncCall);
void* const buffer = static_cast<void*>(cmd + 1);
cmd->func = [func, buffer]() { func(buffer); };
return std::make_pair(static_cast<VideoThreadCommand*>(cmd), buffer);
}
void VideoThread::EndASyncBufferCall(VideoThreadCommand* cmd)
{
if (!s_state.use_thread) [[unlikely]]
{
VideoThreadAsyncCallCommand* const acmd = static_cast<VideoThreadAsyncCallCommand*>(cmd);
acmd->func();
acmd->~VideoThreadAsyncCallCommand();
return;
}
PushCommand(cmd);
}
void VideoThread::UpdateSettings(bool gpu_settings_changed, bool device_settings_changed, bool thread_changed)
{
// thread should be a device setting
if (thread_changed)
{
DebugAssert(device_settings_changed);
SetThreadEnabled(g_settings.gpu_use_thread);
}
else if (device_settings_changed)
{
INFO_LOG("Reconfiguring after device settings changed.");
Error error;
if (!Reconfigure(s_state.requested_renderer, s_state.requested_renderer.has_value(), std::nullopt, std::nullopt,
true, &error)) [[unlikely]]
{
Host::ReportErrorAsync("Error", fmt::format("Failed to recreate GPU device: {}", error.GetDescription()));
}
}
else if (gpu_settings_changed)
{
if (s_state.use_thread) [[likely]]
{
VideoThreadUpdateSettingsCommand* cmd =
AllocateCommand<VideoThreadUpdateSettingsCommand>(VideoThreadCommandType::UpdateSettings, g_settings);
PushCommandAndWakeThread(cmd);
}
else
{
UpdateSettingsOnThread(GPUSettings(g_settings));
}
}
else
{
#ifndef __ANDROID__
// Not needed on Android, debug windows are not used.
RunOnThread([]() {
if (s_state.gpu_backend)
{
if (ImGuiManager::UpdateDebugWindowConfig())
Internal::PresentFrameAndRestoreContext();
}
});
#endif
}
}
void VideoThread::UpdateGameInfo(const std::string& title, const std::string& serial, const std::string& path,
GameHash hash, bool wake_thread /*= true*/)
{
if (!s_state.use_thread)
{
const bool serial_changed = (s_state.game_serial != serial);
s_state.game_title = title;
s_state.game_serial = serial;
s_state.game_path = path;
s_state.game_hash = hash;
GameInfoChanged(serial_changed);
return;
}
VideoThreadUpdateGameInfoCommand* cmd = AllocateCommand<VideoThreadUpdateGameInfoCommand>(
VideoThreadCommandType::UpdateGameInfo, title, serial, path, hash);
if (wake_thread)
PushCommandAndWakeThread(cmd);
else
PushCommand(cmd);
}
void VideoThread::ClearGameInfo()
{
if (!s_state.use_thread)
{
ClearGameInfoOnThread();
return;
}
PushCommandAndWakeThread(AllocateCommand<VideoThreadUpdateGameInfoCommand>(VideoThreadCommandType::UpdateGameInfo));
}
void VideoThread::UpdateGameInfoOnThread(VideoThreadUpdateGameInfoCommand* cmd)
{
DEV_LOG("Updating game info on GPU thread: {}/{}", cmd->game_serial, cmd->game_title);
const bool serial_changed = (s_state.game_serial != cmd->game_serial);
s_state.game_title = std::move(cmd->game_title);
s_state.game_serial = std::move(cmd->game_serial);
s_state.game_path = std::move(cmd->game_path);
s_state.game_hash = cmd->game_hash;
GameInfoChanged(serial_changed);
}
void VideoThread::GameInfoChanged(bool serial_changed)
{
if (!serial_changed)
return;
if (HasGPUBackend())
GPUTextureCache::GameSerialChanged();
if (SaveStateSelectorUI::IsOpen())
SaveStateSelectorUI::RefreshList();
}
void VideoThread::ClearGameInfoOnThread()
{
DEV_LOG("Clearing game info on GPU thread.");
s_state.game_hash = 0;
s_state.game_path = {};
s_state.game_serial = {};
s_state.game_title = {};
}
void VideoThread::ReportFatalErrorAndShutdown(std::string_view reason)
{
DebugAssert(IsOnThread());
std::string message = fmt::format("GPU thread shut down with fatal error:\n\n{}", reason);
Host::RunOnCoreThread([message = std::move(message)]() { System::AbnormalShutdown(message); });
// replace the renderer with a dummy/null backend, so that all commands get dropped
ERROR_LOG("Switching to null renderer: {}", reason);
VideoPresenter::ClearDisplayTexture();
s_state.gpu_backend.reset();
s_state.gpu_backend = GPUBackend::CreateNullBackend();
if (!s_state.gpu_backend->Initialize(false, nullptr)) [[unlikely]]
Panic("Failed to initialize null GPU backend");
}
bool VideoThread::IsOnThread()
{
return (!s_state.use_thread || s_state.thread_handle.IsCallingThread());
}
bool VideoThread::IsUsingThread()
{
return s_state.use_thread;
}
void VideoThread::ResizeRenderWindow(s32 width, s32 height, float scale, float refresh_rate)
{
const u16 clamped_width = static_cast<u16>(std::clamp<s32>(width, 1, std::numeric_limits<u16>::max()));
const u16 clamped_height = static_cast<u16>(std::clamp<s32>(height, 1, std::numeric_limits<u16>::max()));
const bool size_changed = (s_state.render_window_info.surface_width != clamped_width ||
s_state.render_window_info.surface_height != clamped_height);
const bool refresh_rate_changed = (s_state.render_window_info.surface_refresh_rate != refresh_rate);
s_state.render_window_info.surface_width = clamped_width;
s_state.render_window_info.surface_height = clamped_height;
s_state.render_window_info.surface_scale = scale;
s_state.render_window_info.surface_refresh_rate = refresh_rate;
RunOnThread(
[width, height, scale, refresh_rate]() { ResizeRenderWindowOnThread(width, height, scale, refresh_rate); });
if (System::IsValid())
{
if (size_changed)
System::RenderWindowResized();
if (refresh_rate_changed)
System::UpdateSpeedLimiterState();
}
}
void VideoThread::ResizeRenderWindowOnThread(u32 width, u32 height, float scale, float refresh_rate)
{
// We should _not_ be getting this without a device, since we should have shut down.
if (!g_gpu_device || !g_gpu_device->HasMainSwapChain())
return;
DEV_LOG("Render window resized to {}x{} @ {}x/{}hz", width, height, scale, refresh_rate);
Error error;
GPUSwapChain* const swap_chain = g_gpu_device->GetMainSwapChain();
if (!swap_chain->ResizeBuffers(width, height, &error))
{
// ick, CPU thread read, but this is unlikely to happen in the first place
ERROR_LOG("Failed to resize main swap chain: {}", error.GetDescription());
RecreateRenderWindowOnThread(s_state.fullscreen_state, true);
return;
}
swap_chain->SetScale(scale);
swap_chain->SetRefreshRate(refresh_rate);
RenderWindowResizedOnThread();
}
void VideoThread::RecreateRenderWindow()
{
RunOnThread([fullscreen = s_state.fullscreen_state]() { RecreateRenderWindowOnThread(fullscreen, true); });
}
void VideoThread::SetFullscreen(bool fullscreen)
{
// Technically not safe to read g_gpu_device here on the CPU thread, but we do sync on create/destroy.
if (s_state.fullscreen_state == fullscreen || !Host::CanChangeFullscreenMode(fullscreen) || !g_gpu_device)
return;
s_state.fullscreen_state = fullscreen;
RunOnThread([fullscreen]() { RecreateRenderWindowOnThread(fullscreen, true); });
}
void VideoThread::SetFullscreenWithCompletionHandler(bool fullscreen, AsyncCallType completion_handler)
{
if (s_state.fullscreen_state == fullscreen || !Host::CanChangeFullscreenMode(fullscreen) || !g_gpu_device)
{
if (completion_handler)
completion_handler();
return;
}
s_state.fullscreen_state = fullscreen;
RunOnThread([fullscreen, completion_handler = std::move(completion_handler)]() {
RecreateRenderWindowOnThread(fullscreen, true);
if (completion_handler)
completion_handler();
});
}
void VideoThread::RecreateRenderWindowOnThread(bool fullscreen, bool allow_exclusive_fullscreen)
{
// In case we get the event late.
if (!g_gpu_device)
return;
bool exclusive_fullscreen_requested = false;
std::optional<GPUDevice::ExclusiveFullscreenMode> fullscreen_mode;
if (allow_exclusive_fullscreen && fullscreen && g_gpu_device->GetFeatures().exclusive_fullscreen)
{
fullscreen_mode =
GPUDevice::ExclusiveFullscreenMode::Parse(Core::GetTinyStringSettingValue("GPU", "FullscreenMode", ""));
exclusive_fullscreen_requested = fullscreen_mode.has_value();
}
std::optional<bool> exclusive_fullscreen_control;
if (g_settings.display_exclusive_fullscreen_control != DisplayExclusiveFullscreenControl::Automatic)
{
exclusive_fullscreen_control =
(g_settings.display_exclusive_fullscreen_control == DisplayExclusiveFullscreenControl::Allowed);
}
g_gpu_device->DestroyMainSwapChain();
Error error;
std::optional<WindowInfo> wi =
Host::AcquireRenderWindow(g_gpu_device->GetRenderAPI(), fullscreen, exclusive_fullscreen_requested, &error);
if (!wi.has_value())
{
Host::ReportFatalError("Failed to get render window after update", error.GetDescription());
return;
}
// if surfaceless, just leave it
if (!wi->IsSurfaceless())
{
if (!g_gpu_device->RecreateMainSwapChain(wi.value(), s_state.requested_vsync,
fullscreen_mode.has_value() ? &fullscreen_mode.value() : nullptr,
exclusive_fullscreen_control, &error))
{
Host::ReportFatalError("Failed to change window after update", error.GetDescription());
return;
}
}
else
{
WARNING_LOG("Switching to surfaceless rendering");
if (!g_gpu_device->SwitchToSurfacelessRendering(&error))
ERROR_LOG("Failed to switch to surfaceless, rendering commands may fail: {}", error.GetDescription());
}
// If exclusive fullscreen failed, switch to borderless fullscreen.
if (exclusive_fullscreen_requested && !CheckExclusiveFullscreenOnThread())
{
RecreateRenderWindowOnThread(true, false);
return;
}
// Need to notify the core thread of the change, since it won't necessarily get a resize event.
Host::RunOnCoreThread([wi = std::move(wi.value())]() mutable { s_state.render_window_info = std::move(wi); });
RenderWindowResizedOnThread();
}
bool VideoThread::CheckExclusiveFullscreenOnThread()
{
if (g_gpu_device->HasMainSwapChain() && g_gpu_device->GetMainSwapChain()->IsExclusiveFullscreen())
return true;
Host::AddIconOSDMessage(
OSDMessageType::Error, "ExclusiveFullscreenFailed", ICON_EMOJI_WARNING,
TRANSLATE_STR("OSDMessage", "Failed to switch to exclusive fullscreen, using borderless instead."));
return false;
}
void VideoThread::RenderWindowResizedOnThread()
{
// surfaceless is usually temporary, so just ignore it
const GPUSwapChain* const swap_chain = g_gpu_device->GetMainSwapChain();
if (!swap_chain)
return;
// our imgui stuff can't cope with 0x0/hidden windows
const float f_width = static_cast<float>(std::max(swap_chain->GetWidth(), 1u));
const float f_height = static_cast<float>(std::max(swap_chain->GetHeight(), 1u));
ImGuiManager::WindowResized(swap_chain->GetFormat(), f_width, f_height);
// If we're paused, re-present the current frame at the new window size.
if (s_state.gpu_backend && IsSystemPaused())
{
// Hackity hack, on some systems, presenting a single frame isn't enough to actually get it
// displayed. Two seems to be good enough. Maybe something to do with direct scanout.
Internal::PresentFrameAndRestoreContext();
Internal::PresentFrameAndRestoreContext();
}
}
const WindowInfo& VideoThread::GetRenderWindowInfo()
{
return s_state.render_window_info;
}
void VideoThread::SetVSync(GPUVSyncMode mode, PresentSkipMode present_skip_mode)
{
RunOnThread([mode, present_skip_mode]() {
VideoPresenter::SetPresentSkipMode(present_skip_mode);
if (s_state.requested_vsync == mode)
return;
s_state.requested_vsync = mode;
if (!g_gpu_device || !g_gpu_device->HasMainSwapChain())
return;
Error error;
if (!g_gpu_device->GetMainSwapChain()->SetVSyncMode(s_state.requested_vsync, &error))
ERROR_LOG("Failed to update vsync mode: {}", error.GetDescription());
});
// If we're turning on vsync or turning off present throttle, we want to drain the GPU thread.
// Otherwise if it is currently behind, it'll be permanently stuck behind.
if (mode != GPUVSyncMode::Disabled)
SyncThread(false);
}
void VideoThread::PresentCurrentFrame()
{
RunOnThread([]() {
if (s_state.run_idle_flag)
{
// If we're running idle, we're going to re-present anyway.
return;
}
// But we shouldn't be not running idle without a GPU backend.
if (s_state.gpu_backend)
Internal::PresentFrameAndRestoreContext();
});
}
bool VideoThread::GetRunIdleReason(RunIdleReason reason)
{
return (s_state.run_idle_reasons & static_cast<u8>(reason)) != 0;
}
void VideoThread::SetRunIdleReason(RunIdleReason reason, bool enabled)
{
const u8 bit = static_cast<u8>(reason);
if (((s_state.run_idle_reasons & bit) != 0) == enabled)
return;
if (Log::IsLogVisible(Log::Level::Dev, Log::Channel::VideoThread))
{
static constexpr const std::array reason_strings = {
"NoGPUBackend", "SystemPaused", "OSDMessagesActive", "FullscreenUIActive",
"NotificationsActive", "LoadingScreenActive", "AchievementOverlaysActive",
};
for (u32 i = 0; i < reason_strings.size(); ++i)
{
if (static_cast<RunIdleReason>(1u << i) == reason)
{
DEV_COLOR_LOG(StrongYellow, "Setting run idle reason '{}' to {}", reason_strings[i], enabled);
break;
}
}
}
s_state.run_idle_reasons = enabled ? (s_state.run_idle_reasons | bit) : (s_state.run_idle_reasons & ~bit);
UpdateRunIdle();
}
bool VideoThread::IsRunningIdle()
{
return s_state.run_idle_flag;
}
bool VideoThread::IsSystemPaused()
{
return ((s_state.run_idle_reasons & static_cast<u8>(RunIdleReason::SystemPaused)) != 0);
}
void VideoThread::UpdateRunIdle()
{
DebugAssert(IsOnThread());
// We require either invalid-system or paused for run idle.
static constexpr u8 REQUIRE_MASK = static_cast<u8>(RunIdleReason::NoGPUBackend) |
static_cast<u8>(RunIdleReason::SystemPaused) |
static_cast<u8>(RunIdleReason::LoadingScreenActive);
static constexpr u8 ACTIVATE_MASK =
static_cast<u8>(RunIdleReason::OSDMessagesActive) | static_cast<u8>(RunIdleReason::FullscreenUIActive) |
static_cast<u8>(RunIdleReason::NotificationsActive) | static_cast<u8>(RunIdleReason::LoadingScreenActive) |
static_cast<u8>(RunIdleReason::AchievementOverlaysActive);
const bool new_flag = (g_gpu_device && ((s_state.run_idle_reasons & REQUIRE_MASK) != 0) &&
((s_state.run_idle_reasons & ACTIVATE_MASK) != 0));
if (s_state.run_idle_flag == new_flag)
return;
s_state.run_idle_flag = new_flag;
if (new_flag)
DEV_COLOR_LOG(StrongYellow, "GPU thread now running idle");
else
DEV_COLOR_LOG(StrongOrange, "GPU thread now NOT running idle");
Host::OnVideoThreadRunIdleChanged(new_flag);
}
const std::string& VideoThread::GetGameTitle()
{
DebugAssert(IsOnThread());
return s_state.game_title;
}
const std::string& VideoThread::GetGameSerial()
{
DebugAssert(IsOnThread());
return s_state.game_serial;
}
const std::string& VideoThread::GetGamePath()
{
DebugAssert(IsOnThread());
return s_state.game_path;
}
GameHash VideoThread::GetGameHash()
{
DebugAssert(IsOnThread());
return s_state.game_hash;
}