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@ -3,9 +3,13 @@
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <array>
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#include <condition_variable>
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#include <cstddef>
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#include <cstdlib>
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#include <deque>
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#include <memory>
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#include <mutex>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/bit_field.h"
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@ -31,45 +35,128 @@
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namespace Frontend {
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struct Frame {
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GLuint index;
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GLsync render_sync;
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GLsync present_sync;
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u32 width{}; /// Width of the frame (to detect resize)
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u32 height{}; /// Height of the frame
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bool color_reloaded = false; /// Texture attachment was recreated (ie: resized)
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OpenGL::OGLTexture color{}; /// Texture shared between the render/present FBO
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OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
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OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
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GLsync render_fence{}; /// Fence created on the render thread
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GLsync present_fence{}; /// Fence created on the presentation thread
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};
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} // namespace Frontend
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namespace OpenGL {
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constexpr std::size_t SWAP_CHAIN_SIZE = 5;
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class OGLTextureMailbox : public Frontend::TextureMailbox {
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public:
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Frontend::Frame render_tex = {0, 0, 0}, present_tex = {1, 0, 0}, off_tex = {2, 0, 0};
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bool swapped = false;
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std::mutex swap_mutex{};
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std::mutex swap_chain_lock;
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std::condition_variable free_cv;
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std::condition_variable present_cv;
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std::array<Frontend::Frame, SWAP_CHAIN_SIZE> swap_chain{};
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std::deque<Frontend::Frame*> free_queue{};
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std::deque<Frontend::Frame*> present_queue{};
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OGLTextureMailbox() = default;
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~OGLTextureMailbox() = default;
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Frontend::Frame& GetRenderFrame() {
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return render_tex;
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}
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void RenderComplete() {
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std::scoped_lock lock(swap_mutex);
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swapped = true;
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std::swap(render_tex, off_tex);
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}
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Frontend::Frame& GetPresentationFrame() {
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return present_tex;
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}
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void PresentationComplete() {
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std::scoped_lock lock(swap_mutex);
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if (swapped) {
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swapped = false;
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std::swap(present_tex, off_tex);
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OGLTextureMailbox() {
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for (auto& frame : swap_chain) {
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free_queue.push_back(&frame);
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}
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}
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~OGLTextureMailbox() override = default;
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void ReloadPresentFrame(Frontend::Frame* frame, u32 height, u32 width) override {
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frame->present.Release();
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frame->present.Create();
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GLint previous_draw_fbo{};
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_draw_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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frame->color.handle, 0);
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if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!");
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}
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glBindFramebuffer(GL_FRAMEBUFFER, previous_draw_fbo);
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frame->color_reloaded = false;
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}
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void ReloadRenderFrame(Frontend::Frame* frame, u32 width, u32 height) override {
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState state = OpenGLState::GetCurState();
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// Recreate the color texture attachment
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frame->color.Release();
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frame->color.Create();
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state.texture_units[0].texture_2d = frame->color.handle;
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state.Apply();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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// Recreate the FBO for the render target
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frame->render.Release();
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frame->render.Create();
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state.draw.read_framebuffer = frame->render.handle;
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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frame->color.handle, 0);
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if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
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}
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prev_state.Apply();
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frame->width = width;
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frame->height = height;
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frame->color_reloaded = true;
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}
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Frontend::Frame* GetRenderFrame() override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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// wait for new entries in the free_queue
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free_cv.wait(lock, [&] { return !free_queue.empty(); });
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Frontend::Frame* frame = free_queue.front();
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free_queue.pop_front();
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return frame;
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}
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void ReleaseRenderFrame(Frontend::Frame* frame) override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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present_queue.push_front(frame);
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present_cv.notify_one();
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}
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Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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// wait for new entries in the present_queue
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present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
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[&] { return !present_queue.empty(); });
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if (present_queue.empty()) {
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// timed out waiting for a frame to draw so return nullptr
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return nullptr;
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}
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// the newest entries are pushed to the front of the queue
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Frontend::Frame* frame = present_queue.front();
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present_queue.pop_front();
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// remove all old entries from the present queue and move them back to the free_queue
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for (auto f : present_queue) {
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free_queue.push_back(f);
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free_cv.notify_one();
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}
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present_queue.clear();
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return frame;
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}
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void ReleasePresentFrame(Frontend::Frame* frame) override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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free_queue.push_back(frame);
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free_cv.notify_one();
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}
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};
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static const char vertex_shader[] = R"(
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@ -280,56 +367,43 @@ void RendererOpenGL::SwapBuffers() {
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}
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const auto& layout = render_window.GetFramebufferLayout();
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auto& frame = render_window.mailbox->GetRenderFrame();
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auto& presentation = presentation_textures[frame.index];
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auto frame = render_window.mailbox->GetRenderFrame();
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// Clean up sync objects before drawing
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// INTEL driver workaround. We can't delete the previous render sync object until we are sure
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// that the presentation is done
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if (frame.present_sync) {
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glClientWaitSync(frame.present_sync, 0, GL_TIMEOUT_IGNORED);
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if (frame->present_fence) {
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glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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}
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// delete the draw fence if the frame wasn't presented
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if (frame.render_sync) {
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glDeleteSync(frame.render_sync);
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frame.render_sync = 0;
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if (frame->render_fence) {
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glDeleteSync(frame->render_fence);
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frame->render_fence = 0;
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}
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// wait for the presentation to be done
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if (frame.present_sync) {
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glWaitSync(frame.present_sync, 0, GL_TIMEOUT_IGNORED);
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glDeleteSync(frame.present_sync);
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frame.present_sync = 0;
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if (frame->present_fence) {
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glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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glDeleteSync(frame->present_fence);
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frame->present_fence = 0;
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}
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// Recreate the presentation texture if the size of the window has changed
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if (layout.width != presentation.width || layout.height != presentation.height) {
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presentation.width = layout.width;
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presentation.height = layout.height;
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presentation.texture.Release();
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presentation.texture.Create();
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state.texture_units[0].texture_2d = presentation.texture.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, layout.width, layout.height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, 0);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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// Recreate the frame if the size of the window has changed
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if (layout.width != frame->width || layout.height != frame->height) {
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LOG_CRITICAL(Render_OpenGL, "Reloading render frame");
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render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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}
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GLuint render_texture = presentation.texture.handle;
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state.draw.draw_framebuffer = draw_framebuffer.handle;
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GLuint render_texture = frame->color.handle;
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, render_texture, 0);
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GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
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glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers
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DrawScreens(layout);
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// Create a fence for the frontend to wait on and swap this frame to OffTex
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frame.render_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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render_window.mailbox->RenderComplete();
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render_window.mailbox->ReleaseRenderFrame(frame);
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m_current_frame++;
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Core::System::GetInstance().perf_stats->EndSystemFrame();
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@ -479,11 +553,6 @@ void RendererOpenGL::InitOpenGLObjects() {
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screen_info.display_texture = screen_info.texture.resource.handle;
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}
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draw_framebuffer.Create();
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presentation_framebuffer.Create();
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presentation_textures[0].texture.Create();
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presentation_textures[1].texture.Create();
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presentation_textures[2].texture.Create();
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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@ -765,39 +834,37 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
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}
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}
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void RendererOpenGL::Present() {
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void RendererOpenGL::TryPresent(int timeout_ms) {
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const auto& layout = render_window.GetFramebufferLayout();
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auto& frame = render_window.mailbox->GetPresentationFrame();
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const auto& presentation = presentation_textures[frame.index];
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const GLuint texture_handle = presentation.texture.handle;
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glWaitSync(frame.render_sync, 0, GL_TIMEOUT_IGNORED);
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auto frame = render_window.mailbox->TryGetPresentFrame(timeout_ms);
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if (!frame) {
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LOG_CRITICAL(Render_OpenGL, "Try returned no frame to present");
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return;
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}
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// Recreate the presentation FBO if the color attachment was changed
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if (frame->color_reloaded) {
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LOG_CRITICAL(Render_OpenGL, "Reloading present frame");
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render_window.mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
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}
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glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
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// INTEL workaround.
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// Normally we could just delete the draw fence here, but due to driver bugs, we can just delete
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// it on the emulation thread without too much penalty
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// glDeleteSync(frame.render_sync);
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// frame.render_sync = 0;
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
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0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, presentation_framebuffer.handle);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture_handle);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_handle,
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0);
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glBlitFramebuffer(0, 0, presentation.width, presentation.height, 0, 0, layout.width,
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layout.height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle);
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glBlitFramebuffer(0, 0, frame->width, frame->height, 0, 0, layout.width, layout.height,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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/* insert fence for the main thread to block on */
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frame.present_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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render_window.mailbox->ReleasePresentFrame(frame);
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}
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void RendererOpenGL::PresentComplete() {
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render_window.mailbox->PresentationComplete();
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// render_window.mailbox->PresentationComplete();
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}
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/// Updates the framerate
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