Prevent softlock on shutdown and various cleanup
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@ -227,7 +227,6 @@ void EmuWindow_SDL2::Present() {
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while (IsOpen()) {
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VideoCore::g_renderer->TryPresent(100);
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SDL_GL_SwapWindow(render_window);
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VideoCore::g_renderer->PresentComplete();
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}
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SDL_GL_MakeCurrent(render_window, nullptr);
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}
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@ -86,7 +86,6 @@ GRenderWindow::GRenderWindow(QWidget* parent, EmuThread* emu_thread)
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setWindowTitle(QStringLiteral("Citra %1 | %2-%3")
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.arg(Common::g_build_name, Common::g_scm_branch, Common::g_scm_desc));
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setAttribute(Qt::WA_AcceptTouchEvents);
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connect(this, &QOpenGLWidget::frameSwapped, this, &GRenderWindow::OnFrameSwapped);
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InputCommon::Init();
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}
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@ -104,10 +103,6 @@ void GRenderWindow::DoneCurrent() {
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void GRenderWindow::PollEvents() {}
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void OnFrameSwapped() {
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VideoCore::g_renderer->PresentComplete();
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}
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// On Qt 5.0+, this correctly gets the size of the framebuffer (pixels).
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//
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// Older versions get the window size (density independent pixels),
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@ -303,10 +298,6 @@ void GRenderWindow::paintGL() {
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update();
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}
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void GRenderWindow::OnFrameSwapped() {
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VideoCore::g_renderer->PresentComplete();
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}
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void GRenderWindow::showEvent(QShowEvent* event) {
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QWidget::showEvent(event);
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}
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@ -164,7 +164,6 @@ public slots:
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void OnEmulationStarting(EmuThread* emu_thread);
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void OnEmulationStopping();
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void OnFramebufferSizeChanged();
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void OnFrameSwapped();
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signals:
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/// Emitted when the window is closed
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@ -35,9 +35,6 @@ public:
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/// specific implementation)
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virtual void TryPresent(int timeout_ms) = 0;
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/// Marks the presentation buffer as complete and swaps it back into the pool
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virtual void PresentComplete() = 0;
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/// Prepares for video dumping (e.g. create necessary buffers, etc)
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virtual void PrepareVideoDumping() = 0;
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@ -50,8 +50,8 @@ namespace OpenGL {
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
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// number but 8 seems to be a good trade off for now
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constexpr std::size_t SWAP_CHAIN_SIZE = 8;
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// number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
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constexpr std::size_t SWAP_CHAIN_SIZE = 9;
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class OGLTextureMailbox : public Frontend::TextureMailbox {
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public:
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@ -72,6 +72,11 @@ public:
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~OGLTextureMailbox() override {
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// lock the mutex and clear out the present and free_queues and notify any people who are
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// blocked to prevent deadlock on shutdown
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std::scoped_lock lock(swap_chain_lock);
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free_queue.clear();
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present_queue.clear();
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free_cv.notify_all();
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present_cv.notify_all();
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}
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void ReloadPresentFrame(Frontend::Frame* frame, u32 height, u32 width) override {
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@ -120,7 +125,16 @@ public:
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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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// we want to break at some point to prevent a softlock on close if the presentation thread
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// stops consuming buffers
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free_cv.wait_for(lock, std::chrono::milliseconds(100), [&] { return !free_queue.empty(); });
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// If theres no free frames, we will reuse the oldest render frame
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if (free_queue.empty()) {
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auto frame = present_queue.back();
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present_queue.pop_back();
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return frame;
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}
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Frontend::Frame* frame = free_queue.front();
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free_queue.pop_front();
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@ -396,7 +410,7 @@ void RendererOpenGL::SwapBuffers() {
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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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LOG_DEBUG(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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@ -846,6 +860,8 @@ void RendererOpenGL::TryPresent(int timeout_ms) {
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return;
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}
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// Clearing before a full overwrite of a fbo can signal to drivers that they can avoid a
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// readback since we won't be doing any blending
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glClear(GL_COLOR_BUFFER_BIT);
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// Recreate the presentation FBO if the color attachment was changed
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@ -867,10 +883,8 @@ void RendererOpenGL::TryPresent(int timeout_ms) {
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/* insert fence for the main thread to block on */
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frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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}
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void RendererOpenGL::PresentComplete() {
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// render_window.mailbox->PresentationComplete();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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/// Updates the framerate
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@ -60,9 +60,6 @@ public:
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/// context
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void TryPresent(int timeout_ms) override;
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/// Finializes the presentation and sets up the presentation frame to go back into the mailbox
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void PresentComplete() override;
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/// Prepares for video dumping (e.g. create necessary buffers, etc)
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void PrepareVideoDumping() override;
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