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b0d244b772
Given how many member functions make use of the system instance, it's likely just better to pass the system instance in on construction. Makes the interface a little less noisy to use.
186 lines
4.4 KiB
C++
186 lines
4.4 KiB
C++
// Copyright 2015 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/AsyncRequests.h"
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#include <mutex>
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#include "Core/System.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/Present.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoEvents.h"
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#include "VideoCommon/VideoState.h"
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AsyncRequests AsyncRequests::s_singleton;
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AsyncRequests::AsyncRequests() = default;
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void AsyncRequests::PullEventsInternal()
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{
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// This is only called if the queue isn't empty.
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// So just flush the pipeline to get accurate results.
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g_vertex_manager->Flush();
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std::unique_lock<std::mutex> lock(m_mutex);
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m_empty.Set();
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while (!m_queue.empty())
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{
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Event e = m_queue.front();
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// try to merge as many efb pokes as possible
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// it's a bit hacky, but some games render a complete frame in this way
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if ((e.type == Event::EFB_POKE_COLOR || e.type == Event::EFB_POKE_Z))
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{
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m_merged_efb_pokes.clear();
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Event first_event = m_queue.front();
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const auto t = first_event.type == Event::EFB_POKE_COLOR ? EFBAccessType::PokeColor :
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EFBAccessType::PokeZ;
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do
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{
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e = m_queue.front();
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EfbPokeData d;
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d.data = e.efb_poke.data;
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d.x = e.efb_poke.x;
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d.y = e.efb_poke.y;
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m_merged_efb_pokes.push_back(d);
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m_queue.pop();
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} while (!m_queue.empty() && m_queue.front().type == first_event.type);
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lock.unlock();
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g_renderer->PokeEFB(t, m_merged_efb_pokes.data(), m_merged_efb_pokes.size());
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lock.lock();
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continue;
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}
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lock.unlock();
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HandleEvent(e);
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lock.lock();
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m_queue.pop();
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}
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if (m_wake_me_up_again)
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{
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m_wake_me_up_again = false;
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m_cond.notify_all();
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}
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}
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void AsyncRequests::PushEvent(const AsyncRequests::Event& event, bool blocking)
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{
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std::unique_lock<std::mutex> lock(m_mutex);
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if (m_passthrough)
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{
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HandleEvent(event);
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return;
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}
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m_empty.Clear();
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m_wake_me_up_again |= blocking;
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if (!m_enable)
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return;
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m_queue.push(event);
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auto& system = Core::System::GetInstance();
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system.GetFifo().RunGpu();
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if (blocking)
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{
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m_cond.wait(lock, [this] { return m_queue.empty(); });
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}
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}
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void AsyncRequests::WaitForEmptyQueue()
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{
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std::unique_lock<std::mutex> lock(m_mutex);
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m_cond.wait(lock, [this] { return m_queue.empty(); });
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}
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void AsyncRequests::SetEnable(bool enable)
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{
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std::unique_lock<std::mutex> lock(m_mutex);
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m_enable = enable;
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if (!enable)
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{
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// flush the queue on disabling
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while (!m_queue.empty())
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m_queue.pop();
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if (m_wake_me_up_again)
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m_cond.notify_all();
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}
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}
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void AsyncRequests::HandleEvent(const AsyncRequests::Event& e)
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{
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switch (e.type)
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{
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case Event::EFB_POKE_COLOR:
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{
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INCSTAT(g_stats.this_frame.num_efb_pokes);
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EfbPokeData poke = {e.efb_poke.x, e.efb_poke.y, e.efb_poke.data};
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g_renderer->PokeEFB(EFBAccessType::PokeColor, &poke, 1);
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}
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break;
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case Event::EFB_POKE_Z:
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{
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INCSTAT(g_stats.this_frame.num_efb_pokes);
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EfbPokeData poke = {e.efb_poke.x, e.efb_poke.y, e.efb_poke.data};
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g_renderer->PokeEFB(EFBAccessType::PokeZ, &poke, 1);
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}
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break;
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case Event::EFB_PEEK_COLOR:
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INCSTAT(g_stats.this_frame.num_efb_peeks);
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*e.efb_peek.data =
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g_renderer->AccessEFB(EFBAccessType::PeekColor, e.efb_peek.x, e.efb_peek.y, 0);
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break;
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case Event::EFB_PEEK_Z:
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INCSTAT(g_stats.this_frame.num_efb_peeks);
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*e.efb_peek.data = g_renderer->AccessEFB(EFBAccessType::PeekZ, e.efb_peek.x, e.efb_peek.y, 0);
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break;
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case Event::SWAP_EVENT:
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g_presenter->ViSwap(e.swap_event.xfbAddr, e.swap_event.fbWidth, e.swap_event.fbStride,
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e.swap_event.fbHeight, e.time);
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break;
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case Event::BBOX_READ:
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*e.bbox.data = g_bounding_box->Get(e.bbox.index);
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break;
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case Event::FIFO_RESET:
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Core::System::GetInstance().GetFifo().ResetVideoBuffer();
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break;
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case Event::PERF_QUERY:
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g_perf_query->FlushResults();
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break;
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case Event::DO_SAVE_STATE:
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VideoCommon_DoState(*e.do_save_state.p);
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break;
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}
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}
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void AsyncRequests::SetPassthrough(bool enable)
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{
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std::unique_lock<std::mutex> lock(m_mutex);
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m_passthrough = enable;
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}
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