mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2026-02-16 10:29:36 -06:00
Sync render thread present with main thread. (#62)
* Experimenting with syncing the render thread. * Separate wait functions for swap chains. * Sync render thread present to the main thread. * Move present to main thread and frame limit after presenting. * g_next -> s_next * Fix Vulkan validation errors. * Make max frame latency configurable. * Fix loading thread breaking waitable swap chain order.
This commit is contained in:
@@ -629,7 +629,8 @@ enum class RenderCommandType
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UnlockBuffer16,
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UnlockBuffer32,
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DrawImGui,
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Present,
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ExecuteCommandList,
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BeginCommandList,
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StretchRect,
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SetRenderTarget,
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SetDepthStencilSurface,
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@@ -1114,7 +1115,6 @@ static constexpr size_t SAMPLER_DESCRIPTOR_SIZE = 1024;
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static std::unique_ptr<GuestTexture> g_imFontTexture;
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static std::unique_ptr<RenderPipelineLayout> g_imPipelineLayout;
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static std::unique_ptr<RenderPipeline> g_imPipeline;
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static ImDrawDataSnapshot g_imSnapshot;
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template<typename T>
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static void ExecuteCopyCommandList(const T& function)
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@@ -1309,7 +1309,91 @@ static void CreateImGuiBackend()
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#endif
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}
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static void BeginCommandList();
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static void CheckSwapChain()
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{
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g_swapChain->setVsyncEnabled(Config::VSync);
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g_swapChainValid &= !g_swapChain->needsResize();
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if (!g_swapChainValid)
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{
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Video::WaitForGPU();
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g_backBuffer->framebuffers.clear();
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g_swapChainValid = g_swapChain->resize();
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g_needsResize = g_swapChainValid;
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}
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if (g_swapChainValid)
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g_swapChainValid = g_swapChain->acquireTexture(g_acquireSemaphores[g_frame].get(), &g_backBufferIndex);
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}
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static void BeginCommandList()
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{
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g_renderTarget = g_backBuffer;
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g_depthStencil = nullptr;
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g_framebuffer = nullptr;
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g_pipelineState.renderTargetFormat = BACKBUFFER_FORMAT;
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g_pipelineState.depthStencilFormat = RenderFormat::UNKNOWN;
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if (g_swapChainValid)
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{
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bool applyingGammaCorrection = Config::XboxColorCorrection || abs(Config::Brightness - 0.5f) > 0.001f;
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if (applyingGammaCorrection)
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{
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uint32_t width = g_swapChain->getWidth();
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uint32_t height = g_swapChain->getHeight();
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if (g_intermediaryBackBufferTextureWidth != width ||
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g_intermediaryBackBufferTextureHeight != height)
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{
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if (g_intermediaryBackBufferTextureDescriptorIndex == NULL)
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g_intermediaryBackBufferTextureDescriptorIndex = g_textureDescriptorAllocator.allocate();
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Video::WaitForGPU(); // Fine to wait for GPU, this'll only happen during resize.
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g_intermediaryBackBufferTexture = g_device->createTexture(RenderTextureDesc::Texture2D(width, height, 1, BACKBUFFER_FORMAT, RenderTextureFlag::RENDER_TARGET));
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g_textureDescriptorSet->setTexture(g_intermediaryBackBufferTextureDescriptorIndex, g_intermediaryBackBufferTexture.get(), RenderTextureLayout::SHADER_READ);
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g_intermediaryBackBufferTextureWidth = width;
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g_intermediaryBackBufferTextureHeight = height;
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}
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g_backBuffer->texture = g_intermediaryBackBufferTexture.get();
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}
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else
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{
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g_backBuffer->texture = g_swapChain->getTexture(g_backBufferIndex);
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}
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}
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else
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{
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g_backBuffer->texture = g_backBuffer->textureHolder.get();
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}
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g_backBuffer->layout = RenderTextureLayout::UNKNOWN;
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for (size_t i = 0; i < 16; i++)
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{
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g_sharedConstants.texture2DIndices[i] = TEXTURE_DESCRIPTOR_NULL_TEXTURE_2D;
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g_sharedConstants.texture3DIndices[i] = TEXTURE_DESCRIPTOR_NULL_TEXTURE_3D;
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g_sharedConstants.textureCubeIndices[i] = TEXTURE_DESCRIPTOR_NULL_TEXTURE_CUBE;
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}
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if (Config::GITextureFiltering == EGITextureFiltering::Bicubic)
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g_pipelineState.specConstants |= SPEC_CONSTANT_BICUBIC_GI_FILTER;
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else
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g_pipelineState.specConstants &= ~SPEC_CONSTANT_BICUBIC_GI_FILTER;
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auto& commandList = g_commandLists[g_frame];
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commandList->begin();
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commandList->setGraphicsPipelineLayout(g_pipelineLayout.get());
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commandList->setGraphicsDescriptorSet(g_textureDescriptorSet.get(), 0);
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commandList->setGraphicsDescriptorSet(g_textureDescriptorSet.get(), 1);
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commandList->setGraphicsDescriptorSet(g_textureDescriptorSet.get(), 2);
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commandList->setGraphicsDescriptorSet(g_samplerDescriptorSet.get(), 3);
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}
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void Video::CreateHostDevice(const char *sdlVideoDriver)
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{
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@@ -1380,7 +1464,7 @@ void Video::CreateHostDevice(const char *sdlVideoDriver)
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break;
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}
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g_swapChain = g_queue->createSwapChain(GameWindow::s_renderWindow, bufferCount, BACKBUFFER_FORMAT);
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g_swapChain = g_queue->createSwapChain(GameWindow::s_renderWindow, bufferCount, BACKBUFFER_FORMAT, Config::MaxFrameLatency);
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g_swapChain->setVsyncEnabled(Config::VSync);
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g_swapChainValid = !g_swapChain->needsResize();
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@@ -1544,6 +1628,7 @@ void Video::CreateHostDevice(const char *sdlVideoDriver)
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g_backBuffer->format = BACKBUFFER_FORMAT;
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g_backBuffer->textureHolder = g_device->createTexture(RenderTextureDesc::Texture2D(1, 1, 1, BACKBUFFER_FORMAT, RenderTextureFlag::RENDER_TARGET));
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CheckSwapChain();
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BeginCommandList();
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RenderTextureBarrier blankTextureBarriers[TEXTURE_DESCRIPTOR_NULL_COUNT];
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@@ -1574,96 +1659,6 @@ void Video::WaitForGPU()
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}
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}
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static std::atomic<bool> g_pendingRenderThread;
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static void WaitForRenderThread()
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{
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g_pendingRenderThread.wait(true);
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}
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static void BeginCommandList()
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{
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g_renderTarget = g_backBuffer;
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g_depthStencil = nullptr;
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g_framebuffer = nullptr;
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g_pipelineState.renderTargetFormat = BACKBUFFER_FORMAT;
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g_pipelineState.depthStencilFormat = RenderFormat::UNKNOWN;
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g_swapChain->setVsyncEnabled(Config::VSync);
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g_swapChainValid &= !g_swapChain->needsResize();
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if (!g_swapChainValid)
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{
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Video::WaitForGPU();
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g_backBuffer->framebuffers.clear();
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g_swapChainValid = g_swapChain->resize();
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g_needsResize = g_swapChainValid;
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}
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if (g_swapChainValid)
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g_swapChainValid = g_swapChain->acquireTexture(g_acquireSemaphores[g_frame].get(), &g_backBufferIndex);
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if (g_swapChainValid)
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{
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bool applyingGammaCorrection = Config::XboxColorCorrection || abs(Config::Brightness - 0.5f) > 0.001f;
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if (applyingGammaCorrection)
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{
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uint32_t width = g_swapChain->getWidth();
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uint32_t height = g_swapChain->getHeight();
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if (g_intermediaryBackBufferTextureWidth != width ||
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g_intermediaryBackBufferTextureHeight != height)
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{
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if (g_intermediaryBackBufferTextureDescriptorIndex == NULL)
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g_intermediaryBackBufferTextureDescriptorIndex = g_textureDescriptorAllocator.allocate();
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Video::WaitForGPU(); // Fine to wait for GPU, this'll only happen during resize.
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g_intermediaryBackBufferTexture = g_device->createTexture(RenderTextureDesc::Texture2D(width, height, 1, BACKBUFFER_FORMAT, RenderTextureFlag::RENDER_TARGET));
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g_textureDescriptorSet->setTexture(g_intermediaryBackBufferTextureDescriptorIndex, g_intermediaryBackBufferTexture.get(), RenderTextureLayout::SHADER_READ);
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g_intermediaryBackBufferTextureWidth = width;
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g_intermediaryBackBufferTextureHeight = height;
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}
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g_backBuffer->texture = g_intermediaryBackBufferTexture.get();
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}
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else
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{
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g_backBuffer->texture = g_swapChain->getTexture(g_backBufferIndex);
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}
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}
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else
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{
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g_backBuffer->texture = g_backBuffer->textureHolder.get();
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}
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g_backBuffer->layout = RenderTextureLayout::UNKNOWN;
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for (size_t i = 0; i < 16; i++)
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{
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g_sharedConstants.texture2DIndices[i] = TEXTURE_DESCRIPTOR_NULL_TEXTURE_2D;
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g_sharedConstants.texture3DIndices[i] = TEXTURE_DESCRIPTOR_NULL_TEXTURE_3D;
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g_sharedConstants.textureCubeIndices[i] = TEXTURE_DESCRIPTOR_NULL_TEXTURE_CUBE;
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}
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if (Config::GITextureFiltering == EGITextureFiltering::Bicubic)
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g_pipelineState.specConstants |= SPEC_CONSTANT_BICUBIC_GI_FILTER;
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else
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g_pipelineState.specConstants &= ~SPEC_CONSTANT_BICUBIC_GI_FILTER;
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auto& commandList = g_commandLists[g_frame];
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commandList->begin();
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commandList->setGraphicsPipelineLayout(g_pipelineLayout.get());
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commandList->setGraphicsDescriptorSet(g_textureDescriptorSet.get(), 0);
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commandList->setGraphicsDescriptorSet(g_textureDescriptorSet.get(), 1);
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commandList->setGraphicsDescriptorSet(g_textureDescriptorSet.get(), 2);
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commandList->setGraphicsDescriptorSet(g_samplerDescriptorSet.get(), 3);
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}
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static uint32_t CreateDevice(uint32_t a1, uint32_t a2, uint32_t a3, uint32_t a4, uint32_t a5, be<uint32_t>* a6)
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{
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g_xdbfTextureCache = std::unordered_map<uint16_t, GuestTexture *>();
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@@ -1906,6 +1901,12 @@ struct Profiler
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value = std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - start).count();
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}
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void Reset()
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{
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End();
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Begin();
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}
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double UpdateAndReturnAverage()
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{
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values[g_profilerValueIndex] = value;
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@@ -1914,6 +1915,7 @@ struct Profiler
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};
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static double g_applicationValues[PROFILER_VALUE_COUNT];
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static Profiler g_presentProfiler;
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static Profiler g_renderDirectorProfiler;
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static bool g_profilerVisible;
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@@ -1939,6 +1941,9 @@ static void DrawProfiler()
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if (ImGui::Begin("Profiler", &g_profilerVisible))
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{
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g_applicationValues[g_profilerValueIndex] = App::s_deltaTime * 1000.0;
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const double applicationAvg = std::accumulate(g_applicationValues, g_applicationValues + PROFILER_VALUE_COUNT, 0.0) / PROFILER_VALUE_COUNT;
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double presentAvg = g_presentProfiler.UpdateAndReturnAverage();
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double renderDirectorAvg = g_renderDirectorProfiler.UpdateAndReturnAverage();
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if (ImPlot::BeginPlot("Frame Time"))
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@@ -1946,18 +1951,23 @@ static void DrawProfiler()
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ImPlot::SetupAxisLimits(ImAxis_Y1, 0.0, 20.0);
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ImPlot::SetupAxis(ImAxis_Y1, "ms", ImPlotAxisFlags_None);
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ImPlot::PlotLine<double>("Application", g_applicationValues, PROFILER_VALUE_COUNT, 1.0, 0.0, ImPlotLineFlags_None, g_profilerValueIndex);
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ImPlot::PlotLine<double>("Present", g_presentProfiler.values, PROFILER_VALUE_COUNT, 1.0, 0.0, ImPlotLineFlags_None, g_profilerValueIndex);
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ImPlot::PlotLine<double>("Render Director", g_renderDirectorProfiler.values, PROFILER_VALUE_COUNT, 1.0, 0.0, ImPlotLineFlags_None, g_profilerValueIndex);
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ImPlot::EndPlot();
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}
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g_profilerValueIndex = (g_profilerValueIndex + 1) % PROFILER_VALUE_COUNT;
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const double applicationAvg = std::accumulate(g_applicationValues, g_applicationValues + PROFILER_VALUE_COUNT, 0.0) / PROFILER_VALUE_COUNT;
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ImGui::Text("Current Application: %g ms (%g FPS)", App::s_deltaTime * 1000.0, 1.0 / App::s_deltaTime);
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ImGui::Text("Current Present: %g ms (%g FPS)", g_presentProfiler.value.load(), 1000.0 / g_presentProfiler.value.load());
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ImGui::Text("Current Render Director: %g ms (%g FPS)", g_renderDirectorProfiler.value.load(), 1000.0 / g_renderDirectorProfiler.value.load());
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ImGui::NewLine();
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ImGui::Text("Average Application: %g ms (%g FPS)", applicationAvg, 1000.0 / applicationAvg);
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ImGui::Text("Average Present: %g ms (%g FPS)", presentAvg, 1000.0 / presentAvg);
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ImGui::Text("Average Render Director: %g ms (%g FPS)", renderDirectorAvg, 1000.0 / renderDirectorAvg);
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ImGui::NewLine();
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O1HeapDiagnostics diagnostics, physicalDiagnostics;
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{
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std::lock_guard lock(g_userHeap.mutex);
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@@ -1970,10 +1980,12 @@ static void DrawProfiler()
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ImGui::Text("Heap Allocated: %d MB", int32_t(diagnostics.allocated / (1024 * 1024)));
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ImGui::Text("Physical Heap Allocated: %d MB", int32_t(physicalDiagnostics.allocated / (1024 * 1024)));
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ImGui::NewLine();
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auto capabilities = g_device->getCapabilities();
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ImGui::Text("Present Wait: %s", capabilities.presentWait ? "Supported" : "Unsupported");
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ImGui::Text("Triangle Fan: %s", capabilities.triangleFan ? "Supported" : "Unsupported");
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ImGui::NewLine();
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const char* sdlVideoDriver = SDL_GetCurrentVideoDriver();
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if (sdlVideoDriver != nullptr)
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@@ -2023,8 +2035,6 @@ static void DrawImGui()
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auto drawData = ImGui::GetDrawData();
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if (drawData->CmdListsCount != 0)
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{
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g_imSnapshot.SnapUsingSwap(drawData, ImGui::GetTime());
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RenderCommand cmd;
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cmd.type = RenderCommandType::DrawImGui;
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g_renderQueue.enqueue(cmd);
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@@ -2047,7 +2057,7 @@ static void ProcDrawImGui(const RenderCommand& cmd)
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commandList->setGraphicsDescriptorSet(g_textureDescriptorSet.get(), 0);
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commandList->setGraphicsDescriptorSet(g_samplerDescriptorSet.get(), 1);
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auto& drawData = g_imSnapshot.DrawData;
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auto& drawData = *ImGui::GetDrawData();
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commandList->setViewports(RenderViewport(drawData.DisplayPos.x, drawData.DisplayPos.y, drawData.DisplaySize.x, drawData.DisplaySize.y));
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ImGuiPushConstants pushConstants{};
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@@ -2163,17 +2173,34 @@ static void ProcDrawImGui(const RenderCommand& cmd)
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}
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}
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static bool g_shouldPrecompilePipelines = false;
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// We have to check for this to properly handle the following situation:
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// 1. Wait on swap chain.
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// 2. Create loading thread.
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// 3. Loading thread also waits on swap chain.
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// 4. Loading thread presents and quits.
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// 5. After the loading thread quits, application also presents.
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static bool g_pendingWaitOnSwapChain = true;
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void Video::HostPresent()
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void Video::WaitOnSwapChain()
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{
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if (g_pendingWaitOnSwapChain)
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{
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if (g_swapChainValid)
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g_swapChain->wait();
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g_pendingWaitOnSwapChain = false;
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}
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}
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static bool g_shouldPrecompilePipelines;
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static std::atomic<bool> g_executedCommandList;
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void Video::Present()
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{
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WaitForRenderThread();
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DrawImGui();
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g_pendingRenderThread.store(true);
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RenderCommand cmd;
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cmd.type = RenderCommandType::Present;
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cmd.type = RenderCommandType::ExecuteCommandList;
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g_renderQueue.enqueue(cmd);
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// All the shaders are available at this point. We can precompile embedded PSOs then.
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@@ -2187,6 +2214,64 @@ void Video::HostPresent()
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g_shouldPrecompilePipelines = false;
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}
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g_executedCommandList.wait(false);
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g_executedCommandList = false;
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if (g_swapChainValid)
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{
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if (g_pendingWaitOnSwapChain)
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g_swapChain->wait(); // Never gonna happen outside loading threads as explained above.
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RenderCommandSemaphore* signalSemaphores[] = { g_renderSemaphores[g_frame].get() };
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g_swapChainValid = g_swapChain->present(g_backBufferIndex, signalSemaphores, std::size(signalSemaphores));
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}
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g_pendingWaitOnSwapChain = true;
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g_frame = g_nextFrame;
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g_nextFrame = (g_frame + 1) % NUM_FRAMES;
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if (g_commandListStates[g_frame])
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{
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g_queue->waitForCommandFence(g_commandFences[g_frame].get());
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g_commandListStates[g_frame] = false;
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}
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g_dirtyStates = DirtyStates(true);
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g_uploadAllocators[g_frame].reset();
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g_triangleFanIndexData.reset();
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g_quadIndexData.reset();
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CheckSwapChain();
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cmd.type = RenderCommandType::BeginCommandList;
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g_renderQueue.enqueue(cmd);
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if (Config::FPS >= FPS_MIN && Config::FPS < FPS_MAX)
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{
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using namespace std::chrono_literals;
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static std::chrono::steady_clock::time_point s_next;
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auto now = std::chrono::steady_clock::now();
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if (now < s_next)
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{
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std::this_thread::sleep_for(std::chrono::floor<std::chrono::milliseconds>(s_next - now - 2ms));
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while ((now = std::chrono::steady_clock::now()) < s_next)
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std::this_thread::yield();
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}
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else
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{
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s_next = now;
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}
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s_next += 1000000000ns / Config::FPS;
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}
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g_presentProfiler.Reset();
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}
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void Video::StartPipelinePrecompilation()
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@@ -2194,11 +2279,6 @@ void Video::StartPipelinePrecompilation()
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g_shouldPrecompilePipelines = true;
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}
|
||||
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||||
static void GuestPresent()
|
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{
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Video::HostPresent();
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}
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||||
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static void SetRootDescriptor(const UploadAllocation& allocation, size_t index)
|
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{
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auto& commandList = g_commandLists[g_frame];
|
||||
@@ -2209,7 +2289,7 @@ static void SetRootDescriptor(const UploadAllocation& allocation, size_t index)
|
||||
commandList->setGraphicsRootDescriptor(allocation.buffer->at(allocation.offset), index);
|
||||
}
|
||||
|
||||
static void ProcPresent(const RenderCommand& cmd)
|
||||
static void ProcExecuteCommandList(const RenderCommand& cmd)
|
||||
{
|
||||
if (g_swapChainValid)
|
||||
{
|
||||
@@ -2292,8 +2372,6 @@ static void ProcPresent(const RenderCommand& cmd)
|
||||
waitSemaphores, std::size(waitSemaphores),
|
||||
signalSemaphores, std::size(signalSemaphores),
|
||||
g_commandFences[g_frame].get());
|
||||
|
||||
g_swapChainValid = g_swapChain->present(g_backBufferIndex, signalSemaphores, std::size(signalSemaphores));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -2302,25 +2380,14 @@ static void ProcPresent(const RenderCommand& cmd)
|
||||
|
||||
g_commandListStates[g_frame] = true;
|
||||
|
||||
g_frame = g_nextFrame;
|
||||
g_nextFrame = (g_frame + 1) % NUM_FRAMES;
|
||||
g_executedCommandList = true;
|
||||
g_executedCommandList.notify_one();
|
||||
}
|
||||
|
||||
if (g_commandListStates[g_frame])
|
||||
{
|
||||
g_queue->waitForCommandFence(g_commandFences[g_frame].get());
|
||||
g_commandListStates[g_frame] = false;
|
||||
}
|
||||
|
||||
g_dirtyStates = DirtyStates(true);
|
||||
g_uploadAllocators[g_frame].reset();
|
||||
static void ProcBeginCommandList(const RenderCommand& cmd)
|
||||
{
|
||||
DestructTempResources();
|
||||
g_triangleFanIndexData.reset();
|
||||
g_quadIndexData.reset();
|
||||
|
||||
BeginCommandList();
|
||||
|
||||
g_pendingRenderThread.store(false);
|
||||
g_pendingRenderThread.notify_all();
|
||||
}
|
||||
|
||||
static GuestSurface* GetBackBuffer()
|
||||
@@ -3387,8 +3454,6 @@ static void FlushRenderStateForMainThread(GuestDevice* device, LocalRenderComman
|
||||
|
||||
if (g_dirtyStates.vertexShaderConstants || device->dirtyFlags[0] != 0)
|
||||
{
|
||||
WaitForRenderThread();
|
||||
|
||||
auto& cmd = queue.enqueue();
|
||||
cmd.type = RenderCommandType::SetVertexShaderConstants;
|
||||
cmd.setVertexShaderConstants.allocation = g_uploadAllocators[g_frame].allocate<true>(device->vertexShaderFloatConstants, 0x1000, 0x100);
|
||||
@@ -3398,8 +3463,6 @@ static void FlushRenderStateForMainThread(GuestDevice* device, LocalRenderComman
|
||||
|
||||
if (g_dirtyStates.pixelShaderConstants || device->dirtyFlags[1] != 0)
|
||||
{
|
||||
WaitForRenderThread();
|
||||
|
||||
auto& cmd = queue.enqueue();
|
||||
cmd.type = RenderCommandType::SetPixelShaderConstants;
|
||||
cmd.setPixelShaderConstants.allocation = g_uploadAllocators[g_frame].allocate<true>(device->pixelShaderFloatConstants, 0xE00, 0x100);
|
||||
@@ -3640,7 +3703,6 @@ static void DrawPrimitiveUP(GuestDevice* device, uint32_t primitiveType, uint32_
|
||||
{
|
||||
LocalRenderCommandQueue queue;
|
||||
FlushRenderStateForMainThread(device, queue);
|
||||
WaitForRenderThread();
|
||||
|
||||
auto& cmd = queue.enqueue();
|
||||
cmd.type = RenderCommandType::DrawPrimitiveUP;
|
||||
@@ -4191,7 +4253,8 @@ static std::thread g_renderThread([]
|
||||
case RenderCommandType::UnlockBuffer16: ProcUnlockBuffer16(cmd); break;
|
||||
case RenderCommandType::UnlockBuffer32: ProcUnlockBuffer32(cmd); break;
|
||||
case RenderCommandType::DrawImGui: ProcDrawImGui(cmd); break;
|
||||
case RenderCommandType::Present: ProcPresent(cmd); break;
|
||||
case RenderCommandType::ExecuteCommandList: ProcExecuteCommandList(cmd); break;
|
||||
case RenderCommandType::BeginCommandList: ProcBeginCommandList(cmd); break;
|
||||
case RenderCommandType::StretchRect: ProcStretchRect(cmd); break;
|
||||
case RenderCommandType::SetRenderTarget: ProcSetRenderTarget(cmd); break;
|
||||
case RenderCommandType::SetDepthStencilSurface: ProcSetDepthStencilSurface(cmd); break;
|
||||
@@ -6025,7 +6088,7 @@ GUEST_FUNCTION_HOOK(sub_82BE96F0, GetSurfaceDesc);
|
||||
GUEST_FUNCTION_HOOK(sub_82BE04B0, GetVertexDeclaration);
|
||||
GUEST_FUNCTION_HOOK(sub_82BE0530, HashVertexDeclaration);
|
||||
|
||||
GUEST_FUNCTION_HOOK(sub_82BDA8C0, GuestPresent);
|
||||
GUEST_FUNCTION_HOOK(sub_82BDA8C0, Video::Present);
|
||||
GUEST_FUNCTION_HOOK(sub_82BDD330, GetBackBuffer);
|
||||
|
||||
GUEST_FUNCTION_HOOK(sub_82BE9498, CreateTexture);
|
||||
|
||||
Reference in New Issue
Block a user