Add a separate thread for rendering and add texture mailbox and shared context to SDL

This commit is contained in:
James Rowe 2019-09-16 20:39:19 -06:00
parent 91255b8802
commit fcbe5e1acd
3 changed files with 84 additions and 14 deletions

View file

@ -35,6 +35,7 @@
#include "core/file_sys/cia_container.h"
#include "core/frontend/applets/default_applets.h"
#include "core/frontend/framebuffer_layout.h"
#include "core/frontend/scope_acquire_context.h"
#include "core/gdbstub/gdbstub.h"
#include "core/hle/service/am/am.h"
#include "core/hle/service/cfg/cfg.h"
@ -347,7 +348,7 @@ int main(int argc, char** argv) {
Core::System::GetInstance().RegisterImageInterface(std::make_shared<LodePNGImageInterface>());
std::unique_ptr<EmuWindow_SDL2> emu_window{std::make_unique<EmuWindow_SDL2>(fullscreen)};
Frontend::ScopeAcquireContext scope(*emu_window);
Core::System& system{Core::System::GetInstance()};
const Core::System::ResultStatus load_result{system.Load(*emu_window, filepath)};
@ -411,9 +412,11 @@ int main(int argc, char** argv) {
system.VideoDumper().StartDumping(dump_video, "webm", layout);
}
std::thread render_thread([&emu_window] { emu_window->Present(); });
while (emu_window->IsOpen()) {
system.RunLoop();
}
render_thread.join();
Core::Movie::GetInstance().Shutdown();
if (system.VideoDumper().IsDumping()) {

View file

@ -20,6 +20,28 @@
#include "input_common/motion_emu.h"
#include "input_common/sdl/sdl.h"
#include "network/network.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
SharedContext_SDL2::SharedContext_SDL2() {
window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
}
SharedContext_SDL2::~SharedContext_SDL2() {
DoneCurrent();
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
void SharedContext_SDL2::MakeCurrent() {
SDL_GL_MakeCurrent(window, context);
}
void SharedContext_SDL2::DoneCurrent() {
SDL_GL_MakeCurrent(window, nullptr);
}
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
@ -135,6 +157,10 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
// Enable context sharing for the shared context
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
// Enable vsync
SDL_GL_SetSwapInterval(1);
std::string window_title = fmt::format("Citra {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
@ -150,16 +176,24 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
exit(1);
}
dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
if (fullscreen) {
Fullscreen();
}
gl_context = SDL_GL_CreateContext(render_window);
window_context = SDL_GL_CreateContext(render_window);
core_context = CreateSharedContext();
if (gl_context == nullptr) {
if (window_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
exit(1);
}
if (core_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
exit(1);
}
auto gl_load_func = Settings::values.use_gles ? gladLoadGLES2Loader : gladLoadGLLoader;
@ -171,24 +205,31 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
SDL_GL_SetSwapInterval(Settings::values.vsync_enabled);
LOG_INFO(Frontend, "Citra Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch,
Common::g_scm_desc);
Settings::LogSettings();
DoneCurrent();
}
EmuWindow_SDL2::~EmuWindow_SDL2() {
Network::Shutdown();
InputCommon::Shutdown();
SDL_GL_DeleteContext(gl_context);
SDL_GL_DeleteContext(window_context);
SDL_Quit();
}
void EmuWindow_SDL2::SwapBuffers() {
std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2::CreateSharedContext() const {
return std::make_unique<SharedContext_SDL2>();
}
void EmuWindow_SDL2::Present() {
SDL_GL_MakeCurrent(render_window, window_context);
SDL_GL_SetSwapInterval(1);
while (IsOpen()) {
VideoCore::g_renderer->Present();
SDL_GL_SwapWindow(render_window);
}
SDL_GL_MakeCurrent(render_window, nullptr);
}
void EmuWindow_SDL2::PollEvents() {
SDL_Event event;
@ -256,11 +297,11 @@ void EmuWindow_SDL2::PollEvents() {
}
void EmuWindow_SDL2::MakeCurrent() {
SDL_GL_MakeCurrent(render_window, gl_context);
core_context->MakeCurrent();
}
void EmuWindow_SDL2::DoneCurrent() {
SDL_GL_MakeCurrent(render_window, nullptr);
core_context->DoneCurrent();
}
void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {

View file

@ -10,13 +10,29 @@
struct SDL_Window;
class SharedContext_SDL2 : public Frontend::GraphicsContext {
public:
using SDL_GLContext = void*;
SharedContext_SDL2();
~SharedContext_SDL2() override;
void MakeCurrent() override;
void DoneCurrent() override;
private:
SDL_GLContext context;
SDL_Window* window;
};
class EmuWindow_SDL2 : public Frontend::EmuWindow {
public:
explicit EmuWindow_SDL2(bool fullscreen);
~EmuWindow_SDL2();
/// Swap buffers to display the next frame
void SwapBuffers() override;
void Present();
/// Polls window events
void PollEvents() override;
@ -30,6 +46,9 @@ public:
/// Whether the window is still open, and a close request hasn't yet been sent
bool IsOpen() const;
/// Creates a new context that is shared with the current context
std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
private:
/// Called by PollEvents when a key is pressed or released.
void OnKeyEvent(int key, u8 state);
@ -67,9 +86,16 @@ private:
/// Internal SDL2 render window
SDL_Window* render_window;
/// Fake hidden window for the core context
SDL_Window* dummy_window;
using SDL_GLContext = void*;
/// The OpenGL context associated with the window
SDL_GLContext gl_context;
SDL_GLContext window_context;
/// The OpenGL context associated with the core
std::unique_ptr<Frontend::GraphicsContext> core_context;
/// Keeps track of how often to update the title bar during gameplay
u32 last_time = 0;