Merge pull request #4940 from jroweboy/presentation-thread

Split Presentation thread from Render thread
This commit is contained in:
James Rowe 2019-12-15 20:25:34 -07:00 committed by GitHub
commit 439d550850
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27 changed files with 899 additions and 243 deletions

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@ -10,6 +10,8 @@
namespace Frontend {
GraphicsContext::~GraphicsContext() = default;
class EmuWindow::TouchState : public Input::Factory<Input::TouchDevice>,
public std::enable_shared_from_this<TouchState> {
public:

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@ -12,6 +12,61 @@
namespace Frontend {
struct Frame;
/**
* For smooth Vsync rendering, we want to always present the latest frame that the core generates,
* but also make sure that rendering happens at the pace that the frontend dictates. This is a
* helper class that the renderer can define to sync frames between the render thread and the
* presentation thread
*/
class TextureMailbox {
public:
virtual ~TextureMailbox() = default;
/**
* Recreate the render objects attached to this frame with the new specified width/height
*/
virtual void ReloadRenderFrame(Frontend::Frame* frame, u32 width, u32 height) = 0;
/**
* Recreate the presentation objects attached to this frame with the new specified width/height
*/
virtual void ReloadPresentFrame(Frontend::Frame* frame, u32 width, u32 height) = 0;
/**
* Render thread calls this to get an available frame to present
*/
virtual Frontend::Frame* GetRenderFrame() = 0;
/**
* Render thread calls this after draw commands are done to add to the presentation mailbox
*/
virtual void ReleaseRenderFrame(Frame* frame) = 0;
/**
* Presentation thread calls this to get the latest frame available to present. If there is no
* frame available after timeout, returns the previous frame. If there is no previous frame it
* returns nullptr
*/
virtual Frontend::Frame* TryGetPresentFrame(int timeout_ms) = 0;
};
/**
* Represents a graphics context that can be used for background computation or drawing. If the
* graphics backend doesn't require the context, then the implementation of these methods can be
* stubs
*/
class GraphicsContext {
public:
virtual ~GraphicsContext();
/// Makes the graphics context current for the caller thread
virtual void MakeCurrent() = 0;
/// Releases (dunno if this is the "right" word) the context from the caller thread
virtual void DoneCurrent() = 0;
};
/**
* Abstraction class used to provide an interface between emulation code and the frontend
* (e.g. SDL, QGLWidget, GLFW, etc...).
@ -30,7 +85,7 @@ namespace Frontend {
* - DO NOT TREAT THIS CLASS AS A GUI TOOLKIT ABSTRACTION LAYER. That's not what it is. Please
* re-read the upper points again and think about it if you don't see this.
*/
class EmuWindow {
class EmuWindow : public GraphicsContext {
public:
/// Data structure to store emuwindow configuration
struct WindowConfig {
@ -40,17 +95,21 @@ public:
std::pair<unsigned, unsigned> min_client_area_size;
};
/// Swap buffers to display the next frame
virtual void SwapBuffers() = 0;
/// Polls window events
virtual void PollEvents() = 0;
/// Makes the graphics context current for the caller thread
virtual void MakeCurrent() = 0;
/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
virtual void DoneCurrent() = 0;
/**
* Returns a GraphicsContext that the frontend provides that is shared with the emu window. This
* context can be used from other threads for background graphics computation. If the frontend
* is using a graphics backend that doesn't need anything specific to run on a different thread,
* then it can use a stubbed implemenation for GraphicsContext.
*
* If the return value is null, then the core should assume that the frontend cannot provide a
* Shared Context
*/
virtual std::unique_ptr<GraphicsContext> CreateSharedContext() const {
return nullptr;
}
/**
* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
@ -102,6 +161,8 @@ public:
*/
void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
std::unique_ptr<TextureMailbox> mailbox = nullptr;
protected:
EmuWindow();
virtual ~EmuWindow();
@ -131,15 +192,6 @@ protected:
framebuffer_layout = layout;
}
/**
* Update internal client area size with the given parameter.
* @note EmuWindow implementations will usually use this in window resize event handlers.
*/
void NotifyClientAreaSizeChanged(const std::pair<unsigned, unsigned>& size) {
client_area_width = size.first;
client_area_height = size.second;
}
private:
/**
* Handler called when the minimal client area was requested to be changed via SetConfig.
@ -152,9 +204,6 @@ private:
Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
unsigned client_area_width; ///< Current client width, should be set by window impl.
unsigned client_area_height; ///< Current client height, should be set by window impl.
WindowConfig config; ///< Internal configuration (changes pending for being applied in
/// ProcessConfigurationChanges)
WindowConfig active_config; ///< Internal active configuration

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@ -0,0 +1,17 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "core/frontend/emu_window.h"
#include "core/frontend/scope_acquire_context.h"
namespace Frontend {
ScopeAcquireContext::ScopeAcquireContext(Frontend::GraphicsContext& context) : context{context} {
context.MakeCurrent();
}
ScopeAcquireContext::~ScopeAcquireContext() {
context.DoneCurrent();
}
} // namespace Frontend

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@ -0,0 +1,23 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
namespace Frontend {
class GraphicsContext;
/// Helper class to acquire/release window context within a given scope
class ScopeAcquireContext : NonCopyable {
public:
explicit ScopeAcquireContext(Frontend::GraphicsContext& context);
~ScopeAcquireContext();
private:
Frontend::GraphicsContext& context;
};
} // namespace Frontend