Add microprofile scopes for presentation

This commit is contained in:
James Rowe 2019-12-02 18:59:12 -07:00
parent 9ae3eb4a30
commit 65613cce81
2 changed files with 115 additions and 87 deletions

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@ -15,6 +15,7 @@
#include "common/assert.h" #include "common/assert.h"
#include "common/bit_field.h" #include "common/bit_field.h"
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/microprofile.h"
#include "core/core.h" #include "core/core.h"
#include "core/core_timing.h" #include "core/core_timing.h"
#include "core/dumping/backend.h" #include "core/dumping/backend.h"
@ -284,12 +285,121 @@ RendererOpenGL::RendererOpenGL(Frontend::EmuWindow& window) : RendererBase{windo
RendererOpenGL::~RendererOpenGL() = default; RendererOpenGL::~RendererOpenGL() = default;
MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
/// Swap buffers (render frame) /// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() { void RendererOpenGL::SwapBuffers() {
// Maintain the rasterizer's state as a priority // Maintain the rasterizer's state as a priority
OpenGLState prev_state = OpenGLState::GetCurState(); OpenGLState prev_state = OpenGLState::GetCurState();
state.Apply(); state.Apply();
PrepareRendertarget();
RenderScreenshot();
RenderVideoDumping();
const auto& layout = render_window.GetFramebufferLayout();
Frontend::Frame* frame;
{
MICROPROFILE_SCOPE(OpenGL_WaitPresent);
frame = render_window.mailbox->GetRenderFrame();
// Clean up sync objects before drawing
// INTEL driver workaround. We can't delete the previous render sync object until we are
// sure that the presentation is done
if (frame->present_fence) {
glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
}
// delete the draw fence if the frame wasn't presented
if (frame->render_fence) {
glDeleteSync(frame->render_fence);
frame->render_fence = 0;
}
// wait for the presentation to be done
if (frame->present_fence) {
glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(frame->present_fence);
frame->present_fence = 0;
}
}
{
MICROPROFILE_SCOPE(OpenGL_RenderFrame);
// Recreate the frame if the size of the window has changed
if (layout.width != frame->width || layout.height != frame->height) {
LOG_DEBUG(Render_OpenGL, "Reloading render frame");
render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
}
GLuint render_texture = frame->color.handle;
state.draw.draw_framebuffer = frame->render.handle;
state.Apply();
DrawScreens(layout);
// Create a fence for the frontend to wait on and swap this frame to OffTex
frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
render_window.mailbox->ReleaseRenderFrame(frame);
m_current_frame++;
}
Core::System::GetInstance().perf_stats->EndSystemFrame();
render_window.PollEvents();
Core::System::GetInstance().frame_limiter.DoFrameLimiting(
Core::System::GetInstance().CoreTiming().GetGlobalTimeUs());
Core::System::GetInstance().perf_stats->BeginSystemFrame();
prev_state.Apply();
RefreshRasterizerSetting();
if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
Pica::g_debug_context->recorder->FrameFinished();
}
}
void RendererOpenGL::RenderScreenshot() {
if (VideoCore::g_renderer_screenshot_requested) {
// Draw this frame to the screenshot framebuffer
screenshot_framebuffer.Create();
GLuint old_read_fb = state.draw.read_framebuffer;
GLuint old_draw_fb = state.draw.draw_framebuffer;
state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
state.Apply();
Layout::FramebufferLayout layout{VideoCore::g_screenshot_framebuffer_layout};
GLuint renderbuffer;
glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffer);
DrawScreens(layout);
glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
VideoCore::g_screenshot_bits);
screenshot_framebuffer.Release();
state.draw.read_framebuffer = old_read_fb;
state.draw.draw_framebuffer = old_draw_fb;
state.Apply();
glDeleteRenderbuffers(1, &renderbuffer);
VideoCore::g_screenshot_complete_callback();
VideoCore::g_renderer_screenshot_requested = false;
}
}
void RendererOpenGL::PrepareRendertarget() {
for (int i : {0, 1, 2}) { for (int i : {0, 1, 2}) {
int fb_id = i == 2 ? 1 : 0; int fb_id = i == 2 ? 1 : 0;
const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id]; const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
@ -324,39 +434,9 @@ void RendererOpenGL::SwapBuffers() {
screen_infos[i].texture.height = framebuffer.height; screen_infos[i].texture.height = framebuffer.height;
} }
} }
}
if (VideoCore::g_renderer_screenshot_requested) { void RendererOpenGL::RenderVideoDumping() {
// Draw this frame to the screenshot framebuffer
screenshot_framebuffer.Create();
GLuint old_read_fb = state.draw.read_framebuffer;
GLuint old_draw_fb = state.draw.draw_framebuffer;
state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
state.Apply();
Layout::FramebufferLayout layout{VideoCore::g_screenshot_framebuffer_layout};
GLuint renderbuffer;
glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffer);
DrawScreens(layout);
glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
VideoCore::g_screenshot_bits);
screenshot_framebuffer.Release();
state.draw.read_framebuffer = old_read_fb;
state.draw.draw_framebuffer = old_draw_fb;
state.Apply();
glDeleteRenderbuffers(1, &renderbuffer);
VideoCore::g_screenshot_complete_callback();
VideoCore::g_renderer_screenshot_requested = false;
}
if (cleanup_video_dumping.exchange(false)) { if (cleanup_video_dumping.exchange(false)) {
ReleaseVideoDumpingGLObjects(); ReleaseVideoDumpingGLObjects();
} }
@ -384,61 +464,6 @@ void RendererOpenGL::SwapBuffers() {
current_pbo = (current_pbo + 1) % 2; current_pbo = (current_pbo + 1) % 2;
next_pbo = (current_pbo + 1) % 2; next_pbo = (current_pbo + 1) % 2;
} }
const auto& layout = render_window.GetFramebufferLayout();
auto frame = render_window.mailbox->GetRenderFrame();
// Clean up sync objects before drawing
// INTEL driver workaround. We can't delete the previous render sync object until we are sure
// that the presentation is done
if (frame->present_fence) {
glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
}
// delete the draw fence if the frame wasn't presented
if (frame->render_fence) {
glDeleteSync(frame->render_fence);
frame->render_fence = 0;
}
// wait for the presentation to be done
if (frame->present_fence) {
glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(frame->present_fence);
frame->present_fence = 0;
}
// Recreate the frame if the size of the window has changed
if (layout.width != frame->width || layout.height != frame->height) {
LOG_DEBUG(Render_OpenGL, "Reloading render frame");
render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
}
GLuint render_texture = frame->color.handle;
state.draw.draw_framebuffer = frame->render.handle;
state.Apply();
DrawScreens(layout);
// Create a fence for the frontend to wait on and swap this frame to OffTex
frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
render_window.mailbox->ReleaseRenderFrame(frame);
m_current_frame++;
Core::System::GetInstance().perf_stats->EndSystemFrame();
render_window.PollEvents();
Core::System::GetInstance().frame_limiter.DoFrameLimiting(
Core::System::GetInstance().CoreTiming().GetGlobalTimeUs());
Core::System::GetInstance().perf_stats->BeginSystemFrame();
prev_state.Apply();
RefreshRasterizerSetting();
if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
Pica::g_debug_context->recorder->FrameFinished();
}
} }
/** /**

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@ -70,6 +70,9 @@ private:
void InitOpenGLObjects(); void InitOpenGLObjects();
void ReloadSampler(); void ReloadSampler();
void ReloadShader(); void ReloadShader();
void PrepareRendertarget();
void RenderScreenshot();
void RenderVideoDumping();
void ConfigureFramebufferTexture(TextureInfo& texture, void ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer); const GPU::Regs::FramebufferConfig& framebuffer);
void DrawScreens(const Layout::FramebufferLayout& layout); void DrawScreens(const Layout::FramebufferLayout& layout);