mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-06-18 08:45:22 +12:00
Actually implement the damn thing
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c396b3f225
commit
67069a8826
7 changed files with 274 additions and 21 deletions
83
src/core/renderer_gl/async_compiler.cpp
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83
src/core/renderer_gl/async_compiler.cpp
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@ -0,0 +1,83 @@
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#include "renderer_gl/async_compiler.hpp"
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AsyncCompilerThread::AsyncCompilerThread(PICA::ShaderGen::FragmentGenerator& fragShaderGen, void* userdata)
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: fragShaderGen(fragShaderGen)
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{
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preallocatedProgramsIndex = 0;
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running.store(true);
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for (int i = 0; i < preallocatedProgramsSize; i++)
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{
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preallocatedPrograms[i] = new CompilingProgram();
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preallocatedPrograms[i]->config = new PICA::FragmentConfig({});
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}
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// The context needs to be created on the main thread so that we can make it shared with that
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// thread's context
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void* context = AsyncCompiler::createContext(userdata);
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thread = std::thread([this, userdata, context]()
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{
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AsyncCompiler::makeCurrent(userdata, context);
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printf("Async compiler started, GL version: %s\n", glGetString(GL_VERSION));
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std::string defaultShadergenVSSource = this->fragShaderGen.getDefaultVertexShader();
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defaultShadergenVs.create({defaultShadergenVSSource.c_str(), defaultShadergenVSSource.size()}, OpenGL::Vertex);
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while (running.load())
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{
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CompilingProgram* item;
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while (programQueue.Pop(item)) {
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OpenGL::Program& glProgram = item->program->program;
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std::string fs = this->fragShaderGen.generate(*item->config);
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OpenGL::Shader fragShader({fs.c_str(), fs.size()}, OpenGL::Fragment);
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glProgram.create({defaultShadergenVs, fragShader});
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item->program->compiling.store(false);
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fragShader.free();
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}
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hasWork.clear();
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std::this_thread::yield();
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}
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AsyncCompiler::destroyContext(context);
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});
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}
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AsyncCompilerThread::~AsyncCompilerThread()
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{
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running.store(false);
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thread.join();
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for (int i = 0; i < preallocatedProgramsSize; i++)
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{
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delete preallocatedPrograms[i]->config;
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delete preallocatedPrograms[i];
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}
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}
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void AsyncCompilerThread::PushFragmentConfig(const PICA::FragmentConfig& config, CachedProgram* cachedProgram)
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{
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CompilingProgram* newProgram = preallocatedPrograms[preallocatedProgramsIndex];
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newProgram->program = cachedProgram;
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*newProgram->config = config;
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preallocatedProgramsIndex = (preallocatedProgramsIndex + 1) % preallocatedProgramsSize;
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bool pushed = programQueue.Push(newProgram);
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if (!pushed) {
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Helpers::warn("AsyncCompilerThread: Queue full, spinning");
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} else {
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return;
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}
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while (!pushed) {
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pushed = programQueue.Push(newProgram);
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}
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}
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void AsyncCompilerThread::Finish()
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{
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hasWork.test_and_set();
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// Wait for the compiler thread to finish any outstanding work
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while (hasWork.test_and_set()) {}
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}
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@ -9,6 +9,7 @@
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#include "PICA/pica_frag_uniforms.hpp"
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#include "PICA/gpu.hpp"
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#include "PICA/regs.hpp"
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#include "renderer_gl/async_compiler.hpp"
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#include "math_util.hpp"
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CMRC_DECLARE(RendererGL);
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@ -172,9 +173,18 @@ void RendererGL::initGraphicsContextInternal() {
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defaultShadergenVs.create({defaultShadergenVSSource.c_str(), defaultShadergenVSSource.size()}, OpenGL::Vertex);
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}
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// The OpenGL renderer doesn't need to do anything with the GL context (For Qt frontend) or the SDL window (For SDL frontend)
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// So we just call initGraphicsContextInternal for both
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void RendererGL::initGraphicsContext([[maybe_unused]] SDL_Window* window) { initGraphicsContextInternal(); }
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#ifdef PANDA3DS_FRONTEND_QT
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void RendererGL::initGraphicsContext(GL::Context* context)
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#elif defined(PANDA3DS_FRONTEND_SDL)
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void RendererGL::initGraphicsContext(SDL_Window* context)
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#endif
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{
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if (shaderMode == ShaderMode::Hybrid) {
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asyncCompiler = new AsyncCompilerThread(fragShaderGen, context);
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}
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initGraphicsContextInternal();
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}
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// Set up the OpenGL blending context to match the emulated PICA
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void RendererGL::setupBlending() {
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@ -414,15 +424,46 @@ void RendererGL::drawVertices(PICA::PrimType primType, std::span<const Vertex> v
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OpenGL::Triangle,
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};
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bool usingUbershader = shaderMode == ShaderMode::Ubershader;
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if (usingUbershader) {
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const bool lightsEnabled = (regs[InternalRegs::LightingEnable] & 1) != 0;
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const uint lightCount = (regs[InternalRegs::LightNumber] & 0x7) + 1;
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bool usingUbershader;
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switch (shaderMode) {
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case ShaderMode::Ubershader: {
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const bool lightsEnabled = (regs[InternalRegs::LightingEnable] & 1) != 0;
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const uint lightCount = (regs[InternalRegs::LightNumber] & 0x7) + 1;
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// Emulating lights in the ubershader is incredibly slow, so we've got an option to render draws using moret han N lights via shadergen
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// This way we generate fewer shaders overall than with full shadergen, but don't tank performance
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if (emulatorConfig->forceShadergenForLights && lightsEnabled && lightCount >= emulatorConfig->lightShadergenThreshold) {
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// Emulating lights in the ubershader is incredibly slow, so we've got an option to render draws using moret han N lights via shadergen
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// This way we generate fewer shaders overall than with full shadergen, but don't tank performance
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if (emulatorConfig->forceShadergenForLights && lightsEnabled && lightCount >= emulatorConfig->lightShadergenThreshold) {
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usingUbershader = false;
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} else {
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usingUbershader = true;
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}
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break;
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}
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case ShaderMode::Specialized: {
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usingUbershader = false;
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break;
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}
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case ShaderMode::Hybrid: {
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PICA::FragmentConfig fsConfig(regs); // TODO: introduce code duplication to make sure this constructor/lookup isn't done too many times
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auto cachedProgram = shaderCache.find(fsConfig);
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if (cachedProgram == shaderCache.end()) {
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CachedProgram& program = shaderCache[fsConfig];
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program.compiling.store(true);
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asyncCompiler->PushFragmentConfig(fsConfig, &program);
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usingUbershader = true;
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} else if (cachedProgram->second.compiling.load(std::memory_order_relaxed)) {
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usingUbershader = true;
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} else {
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usingUbershader = false;
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}
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break;
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}
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default: {
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Helpers::panic("Invalid shader mode");
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break;
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}
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}
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@ -844,14 +885,20 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
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OpenGL::Program& program = programEntry.program;
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if (!program.exists()) {
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if (shaderMode == ShaderMode::Hybrid) {
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Helpers::panic("Compiling shaders in main thread, this should never happen");
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}
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std::string fs = fragShaderGen.generate(fsConfig);
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OpenGL::Shader fragShader({fs.c_str(), fs.size()}, OpenGL::Fragment);
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program.create({defaultShadergenVs, fragShader});
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gl.useProgram(program);
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fragShader.free();
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}
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if (programEntry.needsInitialization) {
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gl.useProgram(program);
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// Init sampler objects. Texture 0 goes in texture unit 0, texture 1 in TU 1, texture 2 in TU 2, and the light maps go in TU 3
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glUniform1i(OpenGL::uniformLocation(program, "u_tex0"), 0);
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glUniform1i(OpenGL::uniformLocation(program, "u_tex1"), 1);
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// As it's an OpenGL 4.2 feature that MacOS doesn't support...
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uint uboIndex = glGetUniformBlockIndex(program.handle(), "FragmentUniforms");
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glUniformBlockBinding(program.handle(), uboIndex, uboBlockBinding);
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programEntry.needsInitialization = false;
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}
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glBindBufferBase(GL_UNIFORM_BUFFER, uboBlockBinding, shadergenFragmentUBO);
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}
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void RendererGL::clearShaderCache() {
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if (asyncCompiler && shaderMode == ShaderMode::Hybrid) {
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// May contain objects that are still in use, so we need to clear them first
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asyncCompiler->Finish();
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}
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for (auto& shader : shaderCache) {
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CachedProgram& cachedProgram = shader.second;
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cachedProgram.program.free();
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@ -35,6 +35,7 @@ FrontendSDL::FrontendSDL() : keyboardMappings(InputMappings::defaultKeyboardMapp
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, config.rendererType == RendererType::Software ? 3 : 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, config.rendererType == RendererType::Software ? 3 : 1);
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SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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window = SDL_CreateWindow("Alber", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 400, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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if (window == nullptr) {
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SDL_GL_SwapWindow(window);
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}
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}
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namespace AsyncCompiler {
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void* createContext(void* window) {
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SDL_Window* sdlWindow = static_cast<SDL_Window*>(window);
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// SDL_GL_CreateContext also makes it the current context so we need to switch back after creation
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SDL_GLContext currentContext = SDL_GL_GetCurrentContext();
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SDL_GLContext glContext = SDL_GL_CreateContext(sdlWindow);
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if (glContext == nullptr) {
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Helpers::panic("OpenGL context creation failed: %s", SDL_GetError());
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}
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// As per the wiki you should check the value after creating the context
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// as it can differ from the requested value
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int sharingEnabled;
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SDL_GL_GetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, &sharingEnabled);
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if (!sharingEnabled) {
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Helpers::panic("OpenGL context sharing not enabled");
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}
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SDL_GL_MakeCurrent(sdlWindow, currentContext);
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return glContext;
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}
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void makeCurrent(void* window, void* context) {
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SDL_GL_MakeCurrent((SDL_Window*)window, (SDL_GLContext)context);
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}
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void destroyContext(void* context) {
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SDL_GL_DeleteContext(static_cast<SDL_GLContext>(context));
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}
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}
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