Render without rendering (#2152)

* presenter: render the game inside a ImGui window

* presenter: render the previous frame to keep the render rendering

* swapchain: fix swapchain image view format not being converted to unorm

* devtools: fix frame graph timing
This commit is contained in:
Vinicius Rangel 2025-01-16 16:27:23 -03:00 committed by GitHub
parent 440a693fae
commit 56a6c95730
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
19 changed files with 306 additions and 110 deletions

View file

@ -131,6 +131,8 @@ class DebugStateImpl {
friend class Core::Devtools::Widget::FrameGraph;
friend class Core::Devtools::Widget::ShaderList;
bool showing_debug_menu_bar = false;
std::queue<std::string> debug_message_popup;
std::mutex guest_threads_mutex{};
@ -153,6 +155,9 @@ class DebugStateImpl {
std::vector<ShaderDump> shader_dump_list{};
public:
float Framerate = 1.0f / 60.0f;
float FrameDeltaTime;
void ShowDebugMessage(std::string message) {
if (message.empty()) {
return;
@ -160,6 +165,10 @@ public:
debug_message_popup.push(std::move(message));
}
bool& ShowingDebugMenuBar() {
return showing_debug_menu_bar;
}
void AddCurrentThreadToGuestList();
void RemoveCurrentThreadFromGuestList();

View file

@ -28,7 +28,6 @@ static bool show_simple_fps = false;
static bool visibility_toggled = false;
static float fps_scale = 1.0f;
static bool show_advanced_debug = false;
static int dump_frame_count = 1;
static Widget::FrameGraph frame_graph;
@ -253,8 +252,8 @@ void L::DrawAdvanced() {
}
void L::DrawSimple() {
const auto io = GetIO();
Text("%.1f FPS (%.2f ms)", io.Framerate, 1000.0f / io.Framerate);
const float frameRate = DebugState.Framerate;
Text("%d FPS (%.1f ms)", static_cast<int>(std::round(1.0f / frameRate)), frameRate * 1000.0f);
}
static void LoadSettings(const char* line) {
@ -265,7 +264,7 @@ static void LoadSettings(const char* line) {
return;
}
if (sscanf(line, "show_advanced_debug=%d", &i) == 1) {
show_advanced_debug = i != 0;
DebugState.ShowingDebugMenuBar() = i != 0;
return;
}
if (sscanf(line, "show_frame_graph=%d", &i) == 1) {
@ -310,7 +309,7 @@ void L::SetupSettings() {
handler.WriteAllFn = [](ImGuiContext*, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) {
buf->appendf("[%s][Data]\n", handler->TypeName);
buf->appendf("fps_scale=%f\n", fps_scale);
buf->appendf("show_advanced_debug=%d\n", show_advanced_debug);
buf->appendf("show_advanced_debug=%d\n", DebugState.ShowingDebugMenuBar());
buf->appendf("show_frame_graph=%d\n", frame_graph.is_open);
buf->appendf("dump_frame_count=%d\n", dump_frame_count);
buf->append("\n");
@ -336,12 +335,12 @@ void L::Draw() {
if (!DebugState.IsGuestThreadsPaused()) {
const auto fn = DebugState.flip_frame_count.load();
frame_graph.AddFrame(fn, io.DeltaTime);
frame_graph.AddFrame(fn, DebugState.FrameDeltaTime);
}
if (IsKeyPressed(ImGuiKey_F10, false)) {
if (io.KeyCtrl) {
show_advanced_debug = !show_advanced_debug;
DebugState.ShowingDebugMenuBar() ^= true;
} else {
show_simple_fps = !show_simple_fps;
}
@ -376,7 +375,7 @@ void L::Draw() {
End();
}
if (show_advanced_debug) {
if (DebugState.ShowingDebugMenuBar()) {
PushFont(io.Fonts->Fonts[IMGUI_FONT_MONO]);
PushID("DevtoolsLayer");
DrawAdvanced();

View file

@ -83,15 +83,13 @@ void FrameGraph::Draw() {
auto isSystemPaused = DebugState.IsGuestThreadsPaused();
static float deltaTime;
static float frameRate;
if (!isSystemPaused) {
deltaTime = io.DeltaTime * 1000.0f;
deltaTime = DebugState.FrameDeltaTime * 1000.0f;
frameRate = 1000.0f / deltaTime;
}
Text("Frame time: %.3f ms (%.1f FPS)", deltaTime, frameRate);
Text("Presenter time: %.3f ms (%.1f FPS)", io.DeltaTime * 1000.0f, 1.0f / io.DeltaTime);
Text("Flip frame: %d Gnm submit frame: %d", DebugState.flip_frame_count.load(),
DebugState.gnm_frame_count.load());

View file

@ -16,6 +16,9 @@ class FrameGraph {
std::array<FrameInfo, FRAME_BUFFER_SIZE> frame_list{};
float deltaTime{};
float frameRate{};
void DrawFrameGraph();
public:

View file

@ -1,8 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <imgui.h>
#include "common/assert.h"
#include "common/config.h"
#include "common/debug.h"
@ -207,6 +205,13 @@ void VideoOutDriver::DrawBlankFrame() {
presenter->Present(empty_frame);
}
void VideoOutDriver::DrawLastFrame() {
const auto frame = presenter->PrepareLastFrame();
if (frame != nullptr) {
presenter->Present(frame, true);
}
}
bool VideoOutDriver::SubmitFlip(VideoOutPort* port, s32 index, s64 flip_arg,
bool is_eop /*= false*/) {
{
@ -278,17 +283,24 @@ void VideoOutDriver::PresentThread(std::stop_token token) {
return {};
};
auto delay = std::chrono::microseconds{0};
while (!token.stop_requested()) {
timer.Start();
if (DebugState.IsGuestThreadsPaused()) {
DrawLastFrame();
timer.End();
continue;
}
// Check if it's time to take a request.
auto& vblank_status = main_port.vblank_status;
if (vblank_status.count % (main_port.flip_rate + 1) == 0) {
const auto request = receive_request();
if (!request) {
if (!main_port.is_open || DebugState.IsGuestThreadsPaused()) {
if (!main_port.is_open) {
DrawBlankFrame();
} else {
DrawLastFrame();
}
} else {
Flip(request);

View file

@ -102,7 +102,8 @@ private:
};
void Flip(const Request& req);
void DrawBlankFrame(); // Used when there is no flip request to keep ImGui up to date
void DrawBlankFrame(); // Video port out not open
void DrawLastFrame(); // Used when there is no flip request
void SubmitFlipInternal(VideoOutPort* port, s32 index, s64 flip_arg, bool is_eop = false);
void PresentThread(std::stop_token token);