citra/src/video_core/renderer_opengl/frame_dumper_opengl.cpp
zhupengfei 06a0d86e9c
video_core, core: Move pixel download to its own thread
This uses the mailbox model to move pixel downloading to its own thread, eliminating Nvidia's warnings and (possibly) making use of GPU copy engine.

To achieve this, we created a new mailbox type that is different from the presentation mailbox in that it never discards a rendered frame.

Also, I tweaked the projection matrix thing so that it can just draw the frame upside down instead of having the CPU flip it.
2020-02-27 16:55:08 +08:00

98 lines
3.2 KiB
C++

// Copyright 2020 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <glad/glad.h>
#include "core/frontend/emu_window.h"
#include "core/frontend/scope_acquire_context.h"
#include "video_core/renderer_opengl/frame_dumper_opengl.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
namespace OpenGL {
FrameDumperOpenGL::FrameDumperOpenGL(VideoDumper::Backend& video_dumper_,
Frontend::EmuWindow& emu_window)
: video_dumper(video_dumper_), context(emu_window.CreateSharedContext()) {}
FrameDumperOpenGL::~FrameDumperOpenGL() {
if (present_thread.joinable())
present_thread.join();
}
bool FrameDumperOpenGL::IsDumping() const {
return video_dumper.IsDumping();
}
Layout::FramebufferLayout FrameDumperOpenGL::GetLayout() const {
return video_dumper.GetLayout();
}
void FrameDumperOpenGL::StartDumping() {
if (present_thread.joinable())
present_thread.join();
present_thread = std::thread(&FrameDumperOpenGL::PresentLoop, this);
}
void FrameDumperOpenGL::StopDumping() {
stop_requested.store(true, std::memory_order_relaxed);
}
void FrameDumperOpenGL::PresentLoop() {
Frontend::ScopeAcquireContext scope{*context};
InitializeOpenGLObjects();
const auto& layout = GetLayout();
while (!stop_requested.exchange(false)) {
auto frame = mailbox->TryGetPresentFrame(200);
if (!frame) {
continue;
}
if (frame->color_reloaded) {
LOG_DEBUG(Render_OpenGL, "Reloading present frame");
mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
}
glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle);
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbos[current_pbo].handle);
glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
// Insert fence for the main thread to block on
frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
// Bind the previous PBO and read the pixels
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbos[next_pbo].handle);
GLubyte* pixels = static_cast<GLubyte*>(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY));
VideoDumper::VideoFrame frame_data{layout.width, layout.height, pixels};
video_dumper.AddVideoFrame(frame_data);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
current_pbo = (current_pbo + 1) % 2;
next_pbo = (current_pbo + 1) % 2;
}
CleanupOpenGLObjects();
}
void FrameDumperOpenGL::InitializeOpenGLObjects() {
const auto& layout = GetLayout();
for (auto& buffer : pbos) {
buffer.Create();
glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer.handle);
glBufferData(GL_PIXEL_PACK_BUFFER, layout.width * layout.height * 4, nullptr,
GL_STREAM_READ);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
}
void FrameDumperOpenGL::CleanupOpenGLObjects() {
for (auto& buffer : pbos) {
buffer.Release();
}
}
} // namespace OpenGL