mirror of
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1408 lines
46 KiB
C++
1408 lines
46 KiB
C++
// SPDX-FileCopyrightText: 2019-2025 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: CC-BY-NC-ND-4.0
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#include "gpu_thread.h"
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#include "fullscreen_ui.h"
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#include "gpu_backend.h"
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#include "gpu_hw_texture_cache.h"
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#include "gpu_presenter.h"
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#include "gpu_thread_commands.h"
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#include "gpu_types.h"
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#include "host.h"
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#include "imgui_overlays.h"
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#include "performance_counters.h"
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#include "settings.h"
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#include "shader_cache_version.h"
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#include "system.h"
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#include "system_private.h"
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#include "util/gpu_device.h"
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#include "util/imgui_fullscreen.h"
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#include "util/imgui_manager.h"
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#include "util/input_manager.h"
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#include "util/postprocessing.h"
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#include "util/state_wrapper.h"
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#include "common/align.h"
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#include "common/error.h"
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#include "common/log.h"
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#include "common/threading.h"
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#include "common/timer.h"
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#include "IconsEmoji.h"
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#include "IconsFontAwesome5.h"
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#include "fmt/format.h"
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#include "imgui.h"
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#include <optional>
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LOG_CHANNEL(GPUThread);
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namespace GPUThread {
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enum : u32
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{
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COMMAND_QUEUE_SIZE = 16 * 1024 * 1024,
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THRESHOLD_TO_WAKE_GPU = 65536,
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};
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static constexpr s32 THREAD_WAKE_COUNT_CPU_THREAD_IS_WAITING = 0x40000000; // CPU thread needs waking
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static constexpr s32 THREAD_WAKE_COUNT_SLEEPING = -1;
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// Use a slightly longer spin time on ARM64 due to power management.
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#ifndef _M_ARM64
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static constexpr u32 THREAD_SPIN_TIME_US = 50;
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#else
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static constexpr u32 THREAD_SPIN_TIME_US = 200;
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#endif
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static bool Reconfigure(std::string serial, std::optional<GPURenderer> renderer, bool upload_vram,
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std::optional<bool> fullscreen, std::optional<bool> start_fullscreen_ui, bool recreate_device,
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Error* error);
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// NOTE: Use with care! The handler needs to manually run the destructor.
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template<class T, typename... Args>
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T* AllocateCommand(u32 size, GPUBackendCommandType type, Args... args);
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template<class T, typename... Args>
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T* AllocateCommand(GPUBackendCommandType type, Args... args);
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static u32 GetPendingCommandSize();
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static void ResetCommandFIFO();
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static bool IsCommandFIFOEmpty();
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static void WakeGPUThread();
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static bool SleepGPUThread(bool allow_sleep);
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static bool CreateDeviceOnThread(RenderAPI api, bool fullscreen, bool clear_fsui_state_on_failure, Error* error);
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static void DestroyDeviceOnThread(bool clear_fsui_state);
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static void ResizeDisplayWindowOnThread(u32 width, u32 height, float scale);
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static void UpdateDisplayWindowOnThread(bool fullscreen, bool allow_exclusive_fullscreen);
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static void DisplayWindowResizedOnThread();
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static bool CheckExclusiveFullscreenOnThread();
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static void ReconfigureOnThread(GPUThreadReconfigureCommand* cmd);
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static bool CreateGPUBackendOnThread(GPURenderer renderer, bool upload_vram, Error* error);
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static void DestroyGPUBackendOnThread();
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static void DestroyGPUPresenterOnThread();
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static void SetThreadEnabled(bool enabled);
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static void UpdateSettingsOnThread(GPUSettings&& new_settings);
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static void UpdateRunIdle();
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namespace {
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struct ALIGN_TO_CACHE_LINE State
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{
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// Owned by CPU thread.
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ALIGN_TO_CACHE_LINE Timer::Value thread_spin_time = 0;
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Threading::ThreadHandle gpu_thread;
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Common::unique_aligned_ptr<u8[]> command_fifo_data;
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WindowInfo render_window_info;
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std::optional<GPURenderer> requested_renderer; // TODO: Non thread safe accessof this
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bool use_gpu_thread = false;
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// Hot variables between both threads.
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ALIGN_TO_CACHE_LINE std::atomic<u32> command_fifo_write_ptr{0};
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std::atomic<s32> thread_wake_count{0}; // <0 = sleeping, >= 0 = has work
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Threading::KernelSemaphore thread_wake_semaphore;
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Threading::KernelSemaphore thread_is_done_semaphore;
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// Owned by GPU thread.
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ALIGN_TO_CACHE_LINE std::unique_ptr<GPUBackend> gpu_backend;
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std::unique_ptr<GPUPresenter> gpu_presenter;
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std::atomic<u32> command_fifo_read_ptr{0};
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u8 run_idle_reasons = 0;
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bool run_idle_flag = false;
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GPUVSyncMode requested_vsync = GPUVSyncMode::Disabled;
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bool requested_allow_present_throttle = false;
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bool requested_fullscreen_ui = false;
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std::string game_serial;
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};
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} // namespace
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static State s_state;
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} // namespace GPUThread
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const Threading::ThreadHandle& GPUThread::Internal::GetThreadHandle()
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{
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return s_state.gpu_thread;
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}
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void GPUThread::ResetCommandFIFO()
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{
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Assert(!s_state.run_idle_flag && s_state.command_fifo_read_ptr.load(std::memory_order_acquire) ==
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s_state.command_fifo_write_ptr.load(std::memory_order_relaxed));
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s_state.command_fifo_write_ptr.store(0, std::memory_order_release);
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s_state.command_fifo_read_ptr.store(0, std::memory_order_release);
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}
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void GPUThread::Internal::ProcessStartup()
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{
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s_state.thread_spin_time = Timer::ConvertNanosecondsToValue(THREAD_SPIN_TIME_US * 1000.0);
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s_state.command_fifo_data = Common::make_unique_aligned_for_overwrite<u8[]>(HOST_CACHE_LINE_SIZE, COMMAND_QUEUE_SIZE);
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s_state.use_gpu_thread = g_settings.gpu_use_thread;
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s_state.run_idle_reasons = static_cast<u8>(RunIdleReason::NoGPUBackend);
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}
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void GPUThread::Internal::RequestShutdown()
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{
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INFO_LOG("Shutting down GPU thread...");
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SyncGPUThread(false);
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// Thread must be enabled to shut it down.
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SetThreadEnabled(true);
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PushCommandAndWakeThread(AllocateCommand(GPUBackendCommandType::Shutdown, sizeof(GPUThreadCommand)));
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}
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GPUThreadCommand* GPUThread::AllocateCommand(GPUBackendCommandType command, u32 size)
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{
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size = GPUThreadCommand::AlignCommandSize(size);
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for (;;)
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{
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u32 read_ptr = s_state.command_fifo_read_ptr.load(std::memory_order_acquire);
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u32 write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_relaxed);
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if (read_ptr > write_ptr)
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{
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u32 available_size = read_ptr - write_ptr;
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while (available_size < (size + sizeof(GPUBackendCommandType)))
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{
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WakeGPUThread();
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read_ptr = s_state.command_fifo_read_ptr.load(std::memory_order_acquire);
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available_size = (read_ptr > write_ptr) ? (read_ptr - write_ptr) : (COMMAND_QUEUE_SIZE - write_ptr);
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}
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}
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else
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{
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const u32 available_size = COMMAND_QUEUE_SIZE - write_ptr;
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if ((size + sizeof(GPUThreadCommand)) > available_size)
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{
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// allocate a dummy command to wrap the buffer around
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GPUThreadCommand* dummy_cmd = reinterpret_cast<GPUThreadCommand*>(&s_state.command_fifo_data[write_ptr]);
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dummy_cmd->type = GPUBackendCommandType::Wraparound;
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dummy_cmd->size = available_size;
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s_state.command_fifo_write_ptr.store(0, std::memory_order_release);
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continue;
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}
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}
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GPUThreadCommand* cmd = reinterpret_cast<GPUThreadCommand*>(&s_state.command_fifo_data[write_ptr]);
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cmd->type = command;
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cmd->size = size;
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return cmd;
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}
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}
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template<class T, typename... Args>
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T* GPUThread::AllocateCommand(u32 size, GPUBackendCommandType type, Args... args)
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{
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const u32 alloc_size = GPUThreadCommand::AlignCommandSize(size);
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GPUThreadCommand* cmd = AllocateCommand(type, alloc_size);
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DebugAssert(cmd->size == alloc_size);
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new (cmd) T(std::forward<Args>(args)...);
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// constructor may overwrite the fields, need to reset them
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cmd->type = type;
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cmd->size = alloc_size;
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return static_cast<T*>(cmd);
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}
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template<class T, typename... Args>
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T* GPUThread::AllocateCommand(GPUBackendCommandType type, Args... args)
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{
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return AllocateCommand<T>(sizeof(T), type, std::forward<Args>(args)...);
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}
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u32 GPUThread::GetPendingCommandSize()
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{
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const u32 read_ptr = s_state.command_fifo_read_ptr.load(std::memory_order_acquire);
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const u32 write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_relaxed);
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return (write_ptr >= read_ptr) ? (write_ptr - read_ptr) : (COMMAND_QUEUE_SIZE - read_ptr + write_ptr);
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}
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bool GPUThread::IsCommandFIFOEmpty()
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{
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const u32 read_ptr = s_state.command_fifo_read_ptr.load(std::memory_order_acquire);
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const u32 write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_relaxed);
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return (read_ptr == write_ptr);
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}
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void GPUThread::PushCommand(GPUThreadCommand* cmd)
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{
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if (!s_state.use_gpu_thread) [[unlikely]]
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{
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DebugAssert(s_state.gpu_backend);
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s_state.gpu_backend->HandleCommand(cmd);
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return;
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}
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const u32 new_write_ptr = s_state.command_fifo_write_ptr.fetch_add(cmd->size, std::memory_order_release) + cmd->size;
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DebugAssert(new_write_ptr <= COMMAND_QUEUE_SIZE);
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UNREFERENCED_VARIABLE(new_write_ptr);
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if (GetPendingCommandSize() >= THRESHOLD_TO_WAKE_GPU) // TODO:FIXME: maybe purge this?
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WakeGPUThread();
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}
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void GPUThread::PushCommandAndWakeThread(GPUThreadCommand* cmd)
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{
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if (!s_state.use_gpu_thread) [[unlikely]]
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{
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DebugAssert(s_state.gpu_backend);
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s_state.gpu_backend->HandleCommand(cmd);
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return;
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}
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const u32 new_write_ptr = s_state.command_fifo_write_ptr.fetch_add(cmd->size, std::memory_order_release) + cmd->size;
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DebugAssert(new_write_ptr <= COMMAND_QUEUE_SIZE);
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UNREFERENCED_VARIABLE(new_write_ptr);
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WakeGPUThread();
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}
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void GPUThread::PushCommandAndSync(GPUThreadCommand* cmd, bool spin)
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{
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if (!s_state.use_gpu_thread) [[unlikely]]
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{
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DebugAssert(s_state.gpu_backend);
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s_state.gpu_backend->HandleCommand(cmd);
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return;
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}
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const u32 new_write_ptr = s_state.command_fifo_write_ptr.fetch_add(cmd->size, std::memory_order_release) + cmd->size;
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DebugAssert(new_write_ptr <= COMMAND_QUEUE_SIZE);
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UNREFERENCED_VARIABLE(new_write_ptr);
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WakeGPUThread();
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SyncGPUThread(spin);
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}
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ALWAYS_INLINE s32 GetThreadWakeCount(s32 state)
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{
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return (state & ~GPUThread::THREAD_WAKE_COUNT_CPU_THREAD_IS_WAITING);
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}
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void GPUThread::WakeGPUThread()
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{
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// If sleeping, state will be <0, otherwise this will increment the pending work count.
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// We add 2 so that there's a positive work count if we were sleeping, otherwise the thread would go to sleep.
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if (s_state.thread_wake_count.fetch_add(2, std::memory_order_release) < 0)
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s_state.thread_wake_semaphore.Post();
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}
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void GPUThread::SyncGPUThread(bool spin)
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{
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if (!s_state.use_gpu_thread)
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return;
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if (spin)
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{
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// Check if the GPU thread is done/sleeping.
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if (GetThreadWakeCount(s_state.thread_wake_count.load(std::memory_order_acquire)) < 0)
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{
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if (IsCommandFIFOEmpty())
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return;
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WakeGPUThread();
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}
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const Timer::Value start_time = Timer::GetCurrentValue();
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Timer::Value current_time = start_time;
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do
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{
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// Check if the GPU thread is done/sleeping.
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if (GetThreadWakeCount(s_state.thread_wake_count.load(std::memory_order_acquire)) < 0)
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{
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if (IsCommandFIFOEmpty())
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return;
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WakeGPUThread();
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continue;
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}
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// Hopefully ought to be enough.
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MultiPause();
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current_time = Timer::GetCurrentValue();
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} while ((current_time - start_time) < s_state.thread_spin_time);
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}
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// s_thread_wake_count |= THREAD_WAKE_COUNT_CPU_THREAD_IS_WAITING if not zero
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s32 value;
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do
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{
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// Check if the GPU thread is done/sleeping.
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value = s_state.thread_wake_count.load(std::memory_order_acquire);
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if (GetThreadWakeCount(value) < 0)
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{
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if (IsCommandFIFOEmpty())
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return;
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WakeGPUThread();
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continue;
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}
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} while (!s_state.thread_wake_count.compare_exchange_weak(value, value | THREAD_WAKE_COUNT_CPU_THREAD_IS_WAITING,
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std::memory_order_acq_rel, std::memory_order_relaxed));
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s_state.thread_is_done_semaphore.Wait();
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}
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bool GPUThread::SleepGPUThread(bool allow_sleep)
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{
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DebugAssert(!allow_sleep || s_state.thread_wake_count.load(std::memory_order_relaxed) >= 0);
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for (;;)
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{
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// Acknowledge any work that has been queued, but preserve the waiting flag if there is any, since we're not done
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// yet.
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s32 old_state, new_state;
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do
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{
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old_state = s_state.thread_wake_count.load(std::memory_order_relaxed);
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new_state = (GetThreadWakeCount(old_state) > 0) ? (old_state & THREAD_WAKE_COUNT_CPU_THREAD_IS_WAITING) :
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(allow_sleep ? THREAD_WAKE_COUNT_SLEEPING : 0);
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} while (!s_state.thread_wake_count.compare_exchange_weak(old_state, new_state, std::memory_order_acq_rel,
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std::memory_order_relaxed));
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// Are we not done yet?
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if (GetThreadWakeCount(old_state) > 0)
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return true;
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// We're done, so wake the CPU thread if it's waiting.
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if (old_state & THREAD_WAKE_COUNT_CPU_THREAD_IS_WAITING)
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s_state.thread_is_done_semaphore.Post();
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// Sleep until more work is queued.
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if (allow_sleep)
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s_state.thread_wake_semaphore.Wait();
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else
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return false;
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}
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}
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void GPUThread::Internal::GPUThreadEntryPoint()
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{
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s_state.gpu_thread = Threading::ThreadHandle::GetForCallingThread();
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std::atomic_thread_fence(std::memory_order_release);
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// Take a local copy of the FIFO, that way it's not ping-ponging between the threads.
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u8* const command_fifo_data = s_state.command_fifo_data.get();
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for (;;)
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{
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u32 write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_acquire);
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u32 read_ptr = s_state.command_fifo_read_ptr.load(std::memory_order_relaxed);
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if (read_ptr == write_ptr)
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{
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if (SleepGPUThread(!s_state.run_idle_flag))
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{
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// sleep => wake, need to reload pointers
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continue;
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}
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else
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{
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DoRunIdle();
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continue;
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}
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}
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write_ptr = (write_ptr < read_ptr) ? COMMAND_QUEUE_SIZE : write_ptr;
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while (read_ptr < write_ptr)
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{
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GPUThreadCommand* cmd = reinterpret_cast<GPUThreadCommand*>(&command_fifo_data[read_ptr]);
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DebugAssert((read_ptr + cmd->size) <= COMMAND_QUEUE_SIZE);
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read_ptr += cmd->size;
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if (cmd->type > GPUBackendCommandType::Shutdown) [[likely]]
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{
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DebugAssert(s_state.gpu_backend);
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s_state.gpu_backend->HandleCommand(cmd);
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continue;
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}
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switch (cmd->type)
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{
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case GPUBackendCommandType::Wraparound:
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{
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DebugAssert(read_ptr == COMMAND_QUEUE_SIZE);
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write_ptr = s_state.command_fifo_write_ptr.load(std::memory_order_acquire);
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read_ptr = 0;
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// let the CPU thread know as early as possible that we're here
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s_state.command_fifo_read_ptr.store(read_ptr, std::memory_order_release);
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}
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break;
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case GPUBackendCommandType::AsyncCall:
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{
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GPUThreadAsyncCallCommand* acmd = static_cast<GPUThreadAsyncCallCommand*>(cmd);
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acmd->func();
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acmd->~GPUThreadAsyncCallCommand();
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}
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break;
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case GPUBackendCommandType::AsyncBackendCall:
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{
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GPUThreadAsyncBackendCallCommand* acmd = static_cast<GPUThreadAsyncBackendCallCommand*>(cmd);
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acmd->func(s_state.gpu_backend.get());
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acmd->~GPUThreadAsyncBackendCallCommand();
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}
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break;
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case GPUBackendCommandType::Reconfigure:
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{
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GPUThreadReconfigureCommand* ccmd = static_cast<GPUThreadReconfigureCommand*>(cmd);
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ReconfigureOnThread(ccmd);
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ccmd->~GPUThreadReconfigureCommand();
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}
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break;
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case GPUBackendCommandType::UpdateSettings:
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{
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GPUThreadUpdateSettingsCommand* ccmd = static_cast<GPUThreadUpdateSettingsCommand*>(cmd);
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UpdateSettingsOnThread(std::move(ccmd->settings));
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ccmd->~GPUThreadUpdateSettingsCommand();
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}
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break;
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case GPUBackendCommandType::Shutdown:
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{
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// Should have consumed everything, and be shutdown.
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DebugAssert(read_ptr == write_ptr);
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s_state.command_fifo_read_ptr.store(read_ptr, std::memory_order_release);
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return;
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}
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break;
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|
|
DefaultCaseIsUnreachable();
|
|
}
|
|
}
|
|
|
|
s_state.command_fifo_read_ptr.store(read_ptr, std::memory_order_release);
|
|
}
|
|
|
|
s_state.gpu_thread = {};
|
|
}
|
|
|
|
void GPUThread::Internal::DoRunIdle()
|
|
{
|
|
if (!g_gpu_device->HasMainSwapChain()) [[unlikely]]
|
|
{
|
|
// only happens during language switch
|
|
Timer::NanoSleep(16 * 1000 * 1000);
|
|
return;
|
|
}
|
|
|
|
if (!PresentFrameAndRestoreContext())
|
|
return;
|
|
|
|
if (g_gpu_device->HasMainSwapChain() && !g_gpu_device->GetMainSwapChain()->IsVSyncModeBlocking())
|
|
g_gpu_device->GetMainSwapChain()->ThrottlePresentation();
|
|
}
|
|
|
|
bool GPUThread::Reconfigure(std::string serial, std::optional<GPURenderer> renderer, bool upload_vram,
|
|
std::optional<bool> fullscreen, std::optional<bool> start_fullscreen_ui,
|
|
bool recreate_device, Error* error)
|
|
{
|
|
INFO_LOG("Reconfiguring GPU thread.");
|
|
|
|
bool result = false;
|
|
GPUThreadReconfigureCommand* cmd = AllocateCommand<GPUThreadReconfigureCommand>(GPUBackendCommandType::Reconfigure);
|
|
cmd->game_serial = std::move(serial);
|
|
cmd->renderer = renderer;
|
|
cmd->fullscreen = fullscreen;
|
|
cmd->start_fullscreen_ui = start_fullscreen_ui;
|
|
cmd->vsync_mode = System::GetEffectiveVSyncMode();
|
|
cmd->allow_present_throttle = System::ShouldAllowPresentThrottle();
|
|
cmd->force_recreate_device = recreate_device;
|
|
cmd->upload_vram = upload_vram;
|
|
cmd->error_ptr = error;
|
|
cmd->out_result = &result;
|
|
cmd->settings = g_settings;
|
|
|
|
if (!s_state.use_gpu_thread) [[unlikely]]
|
|
ReconfigureOnThread(cmd);
|
|
else
|
|
PushCommandAndSync(cmd, false);
|
|
|
|
return result;
|
|
}
|
|
|
|
bool GPUThread::StartFullscreenUI(bool fullscreen, Error* error)
|
|
{
|
|
// Don't need to reconfigure if we already have a system.
|
|
if (System::IsValid())
|
|
{
|
|
RunOnThread([]() { s_state.requested_fullscreen_ui = true; });
|
|
return true;
|
|
}
|
|
|
|
return Reconfigure(std::string(), std::nullopt, false, fullscreen, true, false, error);
|
|
}
|
|
|
|
bool GPUThread::IsFullscreenUIRequested()
|
|
{
|
|
return s_state.requested_fullscreen_ui;
|
|
}
|
|
|
|
void GPUThread::StopFullscreenUI()
|
|
{
|
|
// Don't need to reconfigure if we already have a system.
|
|
if (System::IsValid())
|
|
{
|
|
RunOnThread([]() { s_state.requested_fullscreen_ui = false; });
|
|
return;
|
|
}
|
|
|
|
Reconfigure(std::string(), std::nullopt, false, std::nullopt, false, false, nullptr);
|
|
}
|
|
|
|
std::optional<GPURenderer> GPUThread::GetRequestedRenderer()
|
|
{
|
|
return s_state.requested_renderer;
|
|
}
|
|
|
|
bool GPUThread::CreateGPUBackend(std::string serial, GPURenderer renderer, bool upload_vram, bool fullscreen,
|
|
bool force_recreate_device, Error* error)
|
|
{
|
|
s_state.requested_renderer = renderer;
|
|
return Reconfigure(std::move(serial), renderer, upload_vram, fullscreen ? std::optional<bool>(true) : std::nullopt,
|
|
std::nullopt, force_recreate_device, error);
|
|
}
|
|
|
|
void GPUThread::DestroyGPUBackend()
|
|
{
|
|
Reconfigure(std::string(), std::nullopt, false, std::nullopt, std::nullopt, false, nullptr);
|
|
s_state.requested_renderer.reset();
|
|
}
|
|
|
|
bool GPUThread::HasGPUBackend()
|
|
{
|
|
DebugAssert(IsOnThread());
|
|
return (s_state.gpu_backend != nullptr);
|
|
}
|
|
|
|
bool GPUThread::IsGPUBackendRequested()
|
|
{
|
|
return s_state.requested_renderer.has_value();
|
|
}
|
|
|
|
bool GPUThread::CreateDeviceOnThread(RenderAPI api, bool fullscreen, bool clear_fsui_state_on_failure, Error* error)
|
|
{
|
|
DebugAssert(!g_gpu_device);
|
|
|
|
INFO_LOG("Trying to create a {} GPU device...", GPUDevice::RenderAPIToString(api));
|
|
g_gpu_device = GPUDevice::CreateDeviceForAPI(api);
|
|
|
|
std::optional<GPUDevice::ExclusiveFullscreenMode> fullscreen_mode;
|
|
if (fullscreen && g_gpu_device && g_gpu_device->GetFeatures().exclusive_fullscreen)
|
|
{
|
|
fullscreen_mode =
|
|
GPUDevice::ExclusiveFullscreenMode::Parse(Host::GetTinyStringSettingValue("GPU", "FullscreenMode", ""));
|
|
}
|
|
std::optional<bool> exclusive_fullscreen_control;
|
|
if (g_gpu_settings.display_exclusive_fullscreen_control != DisplayExclusiveFullscreenControl::Automatic)
|
|
{
|
|
exclusive_fullscreen_control =
|
|
(g_gpu_settings.display_exclusive_fullscreen_control == DisplayExclusiveFullscreenControl::Allowed);
|
|
}
|
|
|
|
u32 disabled_features = 0;
|
|
if (g_gpu_settings.gpu_disable_dual_source_blend)
|
|
disabled_features |= GPUDevice::FEATURE_MASK_DUAL_SOURCE_BLEND;
|
|
if (g_gpu_settings.gpu_disable_framebuffer_fetch)
|
|
disabled_features |= GPUDevice::FEATURE_MASK_FRAMEBUFFER_FETCH;
|
|
if (g_gpu_settings.gpu_disable_texture_buffers)
|
|
disabled_features |= GPUDevice::FEATURE_MASK_TEXTURE_BUFFERS;
|
|
if (g_gpu_settings.gpu_disable_memory_import)
|
|
disabled_features |= GPUDevice::FEATURE_MASK_MEMORY_IMPORT;
|
|
if (g_gpu_settings.gpu_disable_raster_order_views)
|
|
disabled_features |= GPUDevice::FEATURE_MASK_RASTER_ORDER_VIEWS;
|
|
if (g_gpu_settings.gpu_disable_compute_shaders)
|
|
disabled_features |= GPUDevice::FEATURE_MASK_COMPUTE_SHADERS;
|
|
if (g_gpu_settings.gpu_disable_compressed_textures)
|
|
disabled_features |= GPUDevice::FEATURE_MASK_COMPRESSED_TEXTURES;
|
|
|
|
// Don't dump shaders on debug builds for Android, users will complain about storage...
|
|
#if !defined(__ANDROID__) || defined(_DEBUG)
|
|
const std::string_view shader_dump_directory(EmuFolders::DataRoot);
|
|
#else
|
|
const std::string_view shader_dump_directory;
|
|
#endif
|
|
|
|
Error create_error;
|
|
std::optional<WindowInfo> wi;
|
|
if (!g_gpu_device ||
|
|
!(wi = Host::AcquireRenderWindow(api, fullscreen, fullscreen_mode.has_value(), &create_error)).has_value() ||
|
|
!g_gpu_device->Create(
|
|
Host::GetStringSettingValue("GPU", "Adapter"), static_cast<GPUDevice::FeatureMask>(disabled_features),
|
|
shader_dump_directory,
|
|
g_gpu_settings.gpu_disable_shader_cache ? std::string_view() : std::string_view(EmuFolders::Cache),
|
|
SHADER_CACHE_VERSION, g_gpu_settings.gpu_use_debug_device, g_gpu_settings.gpu_use_debug_device_gpu_validation,
|
|
wi.value(), s_state.requested_vsync, s_state.requested_allow_present_throttle,
|
|
fullscreen_mode.has_value() ? &fullscreen_mode.value() : nullptr, exclusive_fullscreen_control, &create_error))
|
|
{
|
|
ERROR_LOG("Failed to create GPU device: {}", create_error.GetDescription());
|
|
if (g_gpu_device)
|
|
g_gpu_device->Destroy();
|
|
g_gpu_device.reset();
|
|
if (wi.has_value())
|
|
Host::ReleaseRenderWindow();
|
|
|
|
Error::SetStringFmt(
|
|
error,
|
|
TRANSLATE_FS("System", "Failed to create render device:\n\n{0}\n\nThis may be due to your GPU not supporting the "
|
|
"chosen renderer ({1}), or because your graphics drivers need to be updated."),
|
|
create_error.GetDescription(), GPUDevice::RenderAPIToString(api));
|
|
|
|
return false;
|
|
}
|
|
|
|
if (!ImGuiManager::Initialize(g_gpu_settings.display_osd_scale / 100.0f, g_gpu_settings.display_osd_margin,
|
|
&create_error) ||
|
|
(s_state.requested_fullscreen_ui && !FullscreenUI::Initialize()))
|
|
{
|
|
ERROR_LOG("Failed to initialize ImGuiManager: {}", create_error.GetDescription());
|
|
Error::SetStringFmt(error, "Failed to initialize ImGuiManager: {}", create_error.GetDescription());
|
|
FullscreenUI::Shutdown(clear_fsui_state_on_failure);
|
|
ImGuiManager::Shutdown();
|
|
g_gpu_device->Destroy();
|
|
g_gpu_device.reset();
|
|
if (wi.has_value())
|
|
Host::ReleaseRenderWindow();
|
|
return false;
|
|
}
|
|
|
|
InputManager::SetDisplayWindowSize(ImGuiManager::GetWindowWidth(), ImGuiManager::GetWindowHeight());
|
|
|
|
if (const GPUSwapChain* swap_chain = g_gpu_device->GetMainSwapChain())
|
|
s_state.render_window_info = swap_chain->GetWindowInfo();
|
|
else
|
|
s_state.render_window_info = WindowInfo();
|
|
|
|
std::atomic_thread_fence(std::memory_order_release);
|
|
UpdateRunIdle();
|
|
|
|
// Switch to borderless if exclusive failed.
|
|
if (fullscreen_mode.has_value() && !CheckExclusiveFullscreenOnThread())
|
|
UpdateDisplayWindowOnThread(true, false);
|
|
|
|
return true;
|
|
}
|
|
|
|
void GPUThread::DestroyDeviceOnThread(bool clear_fsui_state)
|
|
{
|
|
if (!g_gpu_device)
|
|
return;
|
|
|
|
// Presenter should be gone by this point
|
|
Assert(!s_state.gpu_presenter);
|
|
|
|
const bool has_window = g_gpu_device->HasMainSwapChain();
|
|
|
|
FullscreenUI::Shutdown(clear_fsui_state);
|
|
ImGuiManager::Shutdown();
|
|
|
|
INFO_LOG("Destroying {} GPU device...", GPUDevice::RenderAPIToString(g_gpu_device->GetRenderAPI()));
|
|
g_gpu_device->Destroy();
|
|
g_gpu_device.reset();
|
|
if (has_window)
|
|
Host::ReleaseRenderWindow();
|
|
|
|
UpdateRunIdle();
|
|
s_state.render_window_info = WindowInfo();
|
|
std::atomic_thread_fence(std::memory_order_release);
|
|
}
|
|
|
|
bool GPUThread::CreateGPUBackendOnThread(GPURenderer renderer, bool upload_vram, Error* error)
|
|
{
|
|
Error local_error;
|
|
|
|
// Create presenter if we don't already have one.
|
|
if (!s_state.gpu_presenter)
|
|
{
|
|
s_state.gpu_presenter = std::make_unique<GPUPresenter>();
|
|
if (!s_state.gpu_presenter->Initialize(&local_error))
|
|
{
|
|
ERROR_LOG("Failed to create presenter: {}", local_error.GetDescription());
|
|
Error::SetStringFmt(error, "Failed to create presenter: {}", local_error.GetDescription());
|
|
s_state.gpu_presenter.reset();
|
|
return false;
|
|
}
|
|
|
|
ImGuiManager::UpdateDebugWindowConfig();
|
|
}
|
|
|
|
const bool is_hardware = (renderer != GPURenderer::Software);
|
|
|
|
if (is_hardware)
|
|
s_state.gpu_backend = GPUBackend::CreateHardwareBackend(*s_state.gpu_presenter);
|
|
else
|
|
s_state.gpu_backend = GPUBackend::CreateSoftwareBackend(*s_state.gpu_presenter);
|
|
|
|
bool okay = s_state.gpu_backend->Initialize(upload_vram, &local_error);
|
|
if (!okay)
|
|
{
|
|
ERROR_LOG("Failed to create {} renderer: {}", Settings::GetRendererName(renderer), local_error.GetDescription());
|
|
|
|
if (is_hardware && !System::IsStartupCancelled())
|
|
{
|
|
Host::AddIconOSDMessage(
|
|
"GPUBackendCreationFailed", ICON_FA_PAINT_ROLLER,
|
|
fmt::format(TRANSLATE_FS("OSDMessage", "Failed to initialize {} renderer, falling back to software renderer."),
|
|
Settings::GetRendererName(s_state.requested_renderer.value())),
|
|
Host::OSD_CRITICAL_ERROR_DURATION);
|
|
|
|
s_state.requested_renderer = GPURenderer::Software;
|
|
s_state.gpu_backend = GPUBackend::CreateSoftwareBackend(*s_state.gpu_presenter);
|
|
if (!s_state.gpu_backend->Initialize(upload_vram, &local_error))
|
|
Panic("Failed to initialize fallback software renderer");
|
|
}
|
|
|
|
if (!okay)
|
|
{
|
|
if (error)
|
|
*error = local_error;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
g_gpu_device->SetGPUTimingEnabled(g_gpu_settings.display_show_gpu_usage);
|
|
s_state.gpu_backend->RestoreDeviceContext();
|
|
SetRunIdleReason(RunIdleReason::NoGPUBackend, false);
|
|
std::atomic_thread_fence(std::memory_order_release);
|
|
return true;
|
|
}
|
|
|
|
void GPUThread::ReconfigureOnThread(GPUThreadReconfigureCommand* cmd)
|
|
{
|
|
// Store state.
|
|
s_state.requested_vsync = cmd->vsync_mode;
|
|
s_state.requested_allow_present_throttle = cmd->allow_present_throttle;
|
|
s_state.requested_fullscreen_ui = cmd->start_fullscreen_ui.value_or(s_state.requested_fullscreen_ui);
|
|
|
|
// Are we shutting down everything?
|
|
if (!cmd->renderer.has_value() && !s_state.requested_fullscreen_ui)
|
|
{
|
|
DestroyGPUBackendOnThread();
|
|
DestroyGPUPresenterOnThread();
|
|
DestroyDeviceOnThread(true);
|
|
s_state.game_serial = {};
|
|
return;
|
|
}
|
|
|
|
// Serial clear must be after backend destroy, otherwise textures won't dump.
|
|
s_state.game_serial = std::move(cmd->game_serial);
|
|
g_gpu_settings = std::move(cmd->settings);
|
|
|
|
// Readback old VRAM for hardware renderers.
|
|
const bool had_renderer = static_cast<bool>(s_state.gpu_backend);
|
|
if (had_renderer && cmd->renderer.has_value() && cmd->upload_vram)
|
|
{
|
|
GPUBackendReadVRAMCommand read_cmd;
|
|
read_cmd.type = GPUBackendCommandType::ReadVRAM;
|
|
read_cmd.size = sizeof(cmd);
|
|
read_cmd.x = 0;
|
|
read_cmd.y = 0;
|
|
read_cmd.width = VRAM_WIDTH;
|
|
read_cmd.height = VRAM_HEIGHT;
|
|
s_state.gpu_backend->HandleCommand(&read_cmd);
|
|
}
|
|
|
|
if (s_state.gpu_backend)
|
|
DestroyGPUBackendOnThread();
|
|
|
|
// Device recreation?
|
|
const RenderAPI current_api = g_gpu_device ? g_gpu_device->GetRenderAPI() : RenderAPI::None;
|
|
const RenderAPI expected_api =
|
|
(cmd->renderer.has_value() && cmd->renderer.value() == GPURenderer::Software && current_api != RenderAPI::None) ?
|
|
current_api :
|
|
Settings::GetRenderAPIForRenderer(s_state.requested_renderer.value_or(g_gpu_settings.gpu_renderer));
|
|
if (cmd->force_recreate_device || !GPUDevice::IsSameRenderAPI(current_api, expected_api))
|
|
{
|
|
const bool fullscreen = cmd->fullscreen.value_or(Host::IsFullscreen());
|
|
DestroyGPUPresenterOnThread();
|
|
DestroyDeviceOnThread(false);
|
|
|
|
Error local_error;
|
|
if (!CreateDeviceOnThread(expected_api, fullscreen, false, &local_error))
|
|
{
|
|
Host::AddIconOSDMessage(
|
|
"DeviceSwitchFailed", ICON_FA_PAINT_ROLLER,
|
|
fmt::format(TRANSLATE_FS("OSDMessage", "Failed to create {} GPU device, reverting to {}.\n{}"),
|
|
GPUDevice::RenderAPIToString(expected_api), GPUDevice::RenderAPIToString(current_api),
|
|
local_error.GetDescription()),
|
|
Host::OSD_CRITICAL_ERROR_DURATION);
|
|
|
|
Host::ReleaseRenderWindow();
|
|
if (current_api == RenderAPI::None || !CreateDeviceOnThread(current_api, fullscreen, true, &local_error))
|
|
{
|
|
if (cmd->error_ptr)
|
|
*cmd->error_ptr = local_error;
|
|
|
|
*cmd->out_result = false;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (cmd->renderer.has_value())
|
|
{
|
|
// Do we want a renderer?
|
|
if (!(*cmd->out_result = CreateGPUBackendOnThread(cmd->renderer.value(), cmd->upload_vram, cmd->error_ptr)))
|
|
{
|
|
// If we had a renderer, it means it was a switch, and we need to bail out the thread.
|
|
if (had_renderer)
|
|
{
|
|
GPUThread::ReportFatalErrorAndShutdown("Failed to switch GPU backend.");
|
|
*cmd->out_result = true;
|
|
}
|
|
else
|
|
{
|
|
// No point keeping the presenter around.
|
|
DestroyGPUBackendOnThread();
|
|
DestroyGPUPresenterOnThread();
|
|
}
|
|
}
|
|
}
|
|
else if (s_state.requested_fullscreen_ui)
|
|
{
|
|
const bool had_gpu_device = static_cast<bool>(g_gpu_device);
|
|
if (!g_gpu_device && !CreateDeviceOnThread(expected_api, cmd->fullscreen.value_or(false), true, cmd->error_ptr))
|
|
{
|
|
*cmd->out_result = false;
|
|
return;
|
|
}
|
|
|
|
// Don't need to present game frames anymore.
|
|
DestroyGPUPresenterOnThread();
|
|
|
|
// Don't need timing to run FSUI.
|
|
g_gpu_device->SetGPUTimingEnabled(false);
|
|
|
|
if (!(*cmd->out_result = FullscreenUI::IsInitialized() || FullscreenUI::Initialize()))
|
|
{
|
|
Error::SetStringView(cmd->error_ptr, "Failed to initialize FullscreenUI.");
|
|
if (!had_gpu_device)
|
|
DestroyDeviceOnThread(true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Device is no longer needed.
|
|
DestroyGPUBackendOnThread();
|
|
DestroyDeviceOnThread(true);
|
|
}
|
|
}
|
|
|
|
void GPUThread::DestroyGPUBackendOnThread()
|
|
{
|
|
if (!s_state.gpu_backend)
|
|
return;
|
|
|
|
VERBOSE_LOG("Shutting down GPU backend...");
|
|
|
|
SetRunIdleReason(RunIdleReason::NoGPUBackend, true);
|
|
|
|
s_state.gpu_backend.reset();
|
|
}
|
|
|
|
void GPUThread::DestroyGPUPresenterOnThread()
|
|
{
|
|
if (!s_state.gpu_presenter)
|
|
return;
|
|
|
|
VERBOSE_LOG("Shutting down GPU presenter...");
|
|
|
|
ImGuiManager::DestroyAllDebugWindows();
|
|
ImGuiManager::DestroyOverlayTextures();
|
|
|
|
// Should have no queued frames by this point. Backend can get replaced with null.
|
|
Assert(!s_state.gpu_backend);
|
|
Assert(GPUBackend::GetQueuedFrameCount() == 0);
|
|
|
|
s_state.gpu_presenter.reset();
|
|
}
|
|
|
|
bool GPUThread::Internal::PresentFrameAndRestoreContext()
|
|
{
|
|
DebugAssert(IsOnThread());
|
|
|
|
if (s_state.gpu_backend)
|
|
s_state.gpu_backend->FlushRender();
|
|
|
|
if (!GPUPresenter::PresentFrame(s_state.gpu_presenter.get(), s_state.gpu_backend.get(), false, 0))
|
|
return false;
|
|
|
|
if (s_state.gpu_backend)
|
|
s_state.gpu_backend->RestoreDeviceContext();
|
|
|
|
return true;
|
|
}
|
|
|
|
void GPUThread::SetThreadEnabled(bool enabled)
|
|
{
|
|
if (s_state.use_gpu_thread == enabled)
|
|
return;
|
|
|
|
if (s_state.use_gpu_thread)
|
|
{
|
|
SyncGPUThread(false);
|
|
std::atomic_thread_fence(std::memory_order_acquire);
|
|
}
|
|
|
|
// Was anything active?
|
|
if (!g_gpu_device)
|
|
{
|
|
// Thread should be idle. Just reset the FIFO.
|
|
s_state.use_gpu_thread = enabled;
|
|
ResetCommandFIFO();
|
|
return;
|
|
}
|
|
|
|
const bool fullscreen = Host::IsFullscreen();
|
|
const bool requested_fullscreen_ui = s_state.requested_fullscreen_ui;
|
|
const std::optional<GPURenderer> requested_renderer = s_state.requested_renderer;
|
|
std::string serial = s_state.game_serial;
|
|
|
|
// Force VRAM download, we're recreating.
|
|
if (requested_renderer.has_value())
|
|
{
|
|
GPUBackendReadVRAMCommand* cmd = GPUBackend::NewReadVRAMCommand();
|
|
cmd->x = 0;
|
|
cmd->y = 0;
|
|
cmd->width = VRAM_WIDTH;
|
|
cmd->height = VRAM_HEIGHT;
|
|
PushCommand(cmd);
|
|
}
|
|
|
|
// Shutdown reconfigure.
|
|
Reconfigure(std::string(), std::nullopt, false, false, false, false, nullptr);
|
|
|
|
// Thread should be idle at this point. Reset the FIFO.
|
|
ResetCommandFIFO();
|
|
|
|
// Update state and reconfigure again.
|
|
s_state.use_gpu_thread = enabled;
|
|
|
|
Error error;
|
|
if (!Reconfigure(std::move(serial), requested_renderer, requested_renderer.has_value(), fullscreen,
|
|
requested_fullscreen_ui, true, &error))
|
|
{
|
|
ERROR_LOG("Reconfigure failed: {}", error.GetDescription());
|
|
ReportFatalErrorAndShutdown(fmt::format("Reconfigure failed: {}", error.GetDescription()));
|
|
}
|
|
}
|
|
|
|
void GPUThread::UpdateSettingsOnThread(GPUSettings&& new_settings)
|
|
{
|
|
VERBOSE_LOG("Updating GPU settings on thread...");
|
|
|
|
GPUSettings old_settings = std::move(g_gpu_settings);
|
|
g_gpu_settings = std::move(new_settings);
|
|
|
|
if (g_gpu_device)
|
|
{
|
|
if (g_gpu_settings.display_osd_scale != old_settings.display_osd_scale)
|
|
ImGuiManager::SetGlobalScale(g_settings.display_osd_scale / 100.0f);
|
|
if (g_gpu_settings.display_osd_margin != old_settings.display_osd_margin)
|
|
ImGuiManager::SetScreenMargin(g_settings.display_osd_margin);
|
|
|
|
FullscreenUI::CheckForConfigChanges(old_settings);
|
|
}
|
|
|
|
if (s_state.gpu_backend)
|
|
{
|
|
if (g_gpu_settings.display_show_gpu_usage != old_settings.display_show_gpu_usage)
|
|
g_gpu_device->SetGPUTimingEnabled(g_gpu_settings.display_show_gpu_usage);
|
|
|
|
Error error;
|
|
if (!s_state.gpu_presenter->UpdateSettings(old_settings, &error) ||
|
|
!s_state.gpu_backend->UpdateSettings(old_settings, &error)) [[unlikely]]
|
|
{
|
|
ReportFatalErrorAndShutdown(fmt::format("Failed to update settings: {}", error.GetDescription()));
|
|
return;
|
|
}
|
|
|
|
if (ImGuiManager::UpdateDebugWindowConfig())
|
|
Internal::PresentFrameAndRestoreContext();
|
|
else
|
|
s_state.gpu_backend->RestoreDeviceContext();
|
|
}
|
|
}
|
|
|
|
void GPUThread::RunOnThread(AsyncCallType func)
|
|
{
|
|
if (!s_state.use_gpu_thread) [[unlikely]]
|
|
{
|
|
func();
|
|
return;
|
|
}
|
|
|
|
GPUThreadAsyncCallCommand* cmd =
|
|
AllocateCommand<GPUThreadAsyncCallCommand>(GPUBackendCommandType::AsyncCall, std::move(func));
|
|
PushCommandAndWakeThread(cmd);
|
|
}
|
|
|
|
void GPUThread::RunOnBackend(AsyncBackendCallType func, bool sync, bool spin_or_wake)
|
|
{
|
|
if (!s_state.use_gpu_thread) [[unlikely]]
|
|
{
|
|
func(s_state.gpu_backend.get());
|
|
return;
|
|
}
|
|
|
|
GPUThreadAsyncBackendCallCommand* cmd =
|
|
AllocateCommand<GPUThreadAsyncBackendCallCommand>(GPUBackendCommandType::AsyncBackendCall, std::move(func));
|
|
if (sync)
|
|
PushCommandAndSync(cmd, spin_or_wake);
|
|
else if (spin_or_wake)
|
|
PushCommandAndWakeThread(cmd);
|
|
else
|
|
PushCommand(cmd);
|
|
}
|
|
|
|
std::pair<GPUThreadCommand*, void*> GPUThread::BeginASyncBufferCall(AsyncBufferCallType func, u32 buffer_size)
|
|
{
|
|
// this is less than optimal, but it's only used for input osd updates currently, so whatever
|
|
GPUThreadAsyncCallCommand* const cmd = AllocateCommand<GPUThreadAsyncCallCommand>(
|
|
sizeof(GPUThreadAsyncCallCommand) + buffer_size, GPUBackendCommandType::AsyncCall);
|
|
void* const buffer = static_cast<void*>(cmd + 1);
|
|
cmd->func = [func, buffer]() { func(buffer); };
|
|
return std::make_pair(static_cast<GPUThreadCommand*>(cmd), buffer);
|
|
}
|
|
|
|
void GPUThread::EndASyncBufferCall(GPUThreadCommand* cmd)
|
|
{
|
|
if (!s_state.use_gpu_thread) [[unlikely]]
|
|
{
|
|
GPUThreadAsyncCallCommand* const acmd = static_cast<GPUThreadAsyncCallCommand*>(cmd);
|
|
acmd->func();
|
|
acmd->~GPUThreadAsyncCallCommand();
|
|
return;
|
|
}
|
|
|
|
PushCommand(cmd);
|
|
}
|
|
|
|
void GPUThread::UpdateSettings(bool gpu_settings_changed, bool device_settings_changed, bool thread_changed)
|
|
{
|
|
// thread should be a device setting
|
|
if (thread_changed)
|
|
{
|
|
DebugAssert(device_settings_changed);
|
|
SetThreadEnabled(g_settings.gpu_use_thread);
|
|
}
|
|
else if (device_settings_changed)
|
|
{
|
|
INFO_LOG("Reconfiguring after device settings changed.");
|
|
|
|
Error error;
|
|
if (!Reconfigure(System::GetGameSerial(), s_state.requested_renderer, s_state.requested_renderer.has_value(),
|
|
std::nullopt, std::nullopt, true, &error)) [[unlikely]]
|
|
{
|
|
Host::ReportErrorAsync("Error", fmt::format("Failed to recreate GPU device: {}", error.GetDescription()));
|
|
}
|
|
}
|
|
else if (gpu_settings_changed)
|
|
{
|
|
if (s_state.use_gpu_thread) [[likely]]
|
|
{
|
|
GPUThreadUpdateSettingsCommand* cmd =
|
|
AllocateCommand<GPUThreadUpdateSettingsCommand>(GPUBackendCommandType::UpdateSettings, g_settings);
|
|
PushCommandAndWakeThread(cmd);
|
|
}
|
|
else
|
|
{
|
|
UpdateSettingsOnThread(GPUSettings(g_settings));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#ifndef __ANDROID__
|
|
// Not needed on Android, debug windows are not used.
|
|
RunOnThread([]() {
|
|
if (s_state.gpu_backend)
|
|
{
|
|
if (ImGuiManager::UpdateDebugWindowConfig())
|
|
Internal::PresentFrameAndRestoreContext();
|
|
}
|
|
});
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void GPUThread::ReportFatalErrorAndShutdown(std::string_view reason)
|
|
{
|
|
DebugAssert(IsOnThread());
|
|
|
|
std::string message = fmt::format("GPU thread shut down with fatal error:\n\n{}", reason);
|
|
Host::RunOnCPUThread([message = std::move(message)]() { System::AbnormalShutdown(message); });
|
|
|
|
// replace the renderer with a dummy/null backend, so that all commands get dropped
|
|
ERROR_LOG("Switching to null renderer: {}", reason);
|
|
s_state.gpu_presenter->ClearDisplayTexture();
|
|
s_state.gpu_backend.reset();
|
|
s_state.gpu_backend = GPUBackend::CreateNullBackend(*s_state.gpu_presenter);
|
|
if (!s_state.gpu_backend->Initialize(false, nullptr)) [[unlikely]]
|
|
Panic("Failed to initialize null GPU backend");
|
|
}
|
|
|
|
bool GPUThread::IsOnThread()
|
|
{
|
|
return (!s_state.use_gpu_thread || s_state.gpu_thread.IsCallingThread());
|
|
}
|
|
|
|
bool GPUThread::IsUsingThread()
|
|
{
|
|
return s_state.use_gpu_thread;
|
|
}
|
|
|
|
void GPUThread::ResizeDisplayWindow(s32 width, s32 height, float scale)
|
|
{
|
|
RunOnThread([width, height, scale]() { ResizeDisplayWindowOnThread(width, height, scale); });
|
|
}
|
|
|
|
void GPUThread::ResizeDisplayWindowOnThread(u32 width, u32 height, float scale)
|
|
{
|
|
// We should _not_ be getting this without a device, since we should have shut down.
|
|
if (!g_gpu_device || !g_gpu_device->HasMainSwapChain())
|
|
return;
|
|
|
|
DEV_LOG("Display window resized to {}x{}", width, height);
|
|
|
|
Error error;
|
|
if (!g_gpu_device->GetMainSwapChain()->ResizeBuffers(width, height, scale, &error))
|
|
{
|
|
ERROR_LOG("Failed to resize main swap chain: {}", error.GetDescription());
|
|
UpdateDisplayWindowOnThread(Host::IsFullscreen(), true);
|
|
return;
|
|
}
|
|
|
|
DisplayWindowResizedOnThread();
|
|
}
|
|
|
|
void GPUThread::UpdateDisplayWindow(bool fullscreen)
|
|
{
|
|
RunOnThread([fullscreen]() { UpdateDisplayWindowOnThread(fullscreen, true); });
|
|
}
|
|
|
|
void GPUThread::UpdateDisplayWindowOnThread(bool fullscreen, bool allow_exclusive_fullscreen)
|
|
{
|
|
// In case we get the event late.
|
|
if (!g_gpu_device)
|
|
return;
|
|
|
|
bool exclusive_fullscreen_requested = false;
|
|
std::optional<GPUDevice::ExclusiveFullscreenMode> fullscreen_mode;
|
|
if (allow_exclusive_fullscreen && fullscreen && g_gpu_device->GetFeatures().exclusive_fullscreen)
|
|
{
|
|
fullscreen_mode =
|
|
GPUDevice::ExclusiveFullscreenMode::Parse(Host::GetTinyStringSettingValue("GPU", "FullscreenMode", ""));
|
|
exclusive_fullscreen_requested = fullscreen_mode.has_value();
|
|
}
|
|
std::optional<bool> exclusive_fullscreen_control;
|
|
if (g_settings.display_exclusive_fullscreen_control != DisplayExclusiveFullscreenControl::Automatic)
|
|
{
|
|
exclusive_fullscreen_control =
|
|
(g_settings.display_exclusive_fullscreen_control == DisplayExclusiveFullscreenControl::Allowed);
|
|
}
|
|
|
|
g_gpu_device->DestroyMainSwapChain();
|
|
|
|
Error error;
|
|
std::optional<WindowInfo> wi =
|
|
Host::AcquireRenderWindow(g_gpu_device->GetRenderAPI(), fullscreen, exclusive_fullscreen_requested, &error);
|
|
if (!wi.has_value())
|
|
{
|
|
Host::ReportFatalError("Failed to get render window after update", error.GetDescription());
|
|
return;
|
|
}
|
|
|
|
// if surfaceless, just leave it
|
|
if (!wi->IsSurfaceless())
|
|
{
|
|
if (!g_gpu_device->RecreateMainSwapChain(
|
|
wi.value(), s_state.requested_vsync, s_state.requested_allow_present_throttle,
|
|
fullscreen_mode.has_value() ? &fullscreen_mode.value() : nullptr, exclusive_fullscreen_control, &error))
|
|
{
|
|
Host::ReportFatalError("Failed to change window after update", error.GetDescription());
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
WARNING_LOG("Switching to surfaceless rendering");
|
|
if (!g_gpu_device->SwitchToSurfacelessRendering(&error))
|
|
ERROR_LOG("Failed to switch to surfaceless, rendering commands may fail: {}", error.GetDescription());
|
|
}
|
|
|
|
// If exclusive fullscreen failed, switch to borderless fullscreen.
|
|
if (exclusive_fullscreen_requested && !CheckExclusiveFullscreenOnThread())
|
|
{
|
|
UpdateDisplayWindowOnThread(true, false);
|
|
return;
|
|
}
|
|
|
|
DisplayWindowResizedOnThread();
|
|
}
|
|
|
|
bool GPUThread::CheckExclusiveFullscreenOnThread()
|
|
{
|
|
if (g_gpu_device->HasMainSwapChain() && g_gpu_device->GetMainSwapChain()->IsExclusiveFullscreen())
|
|
return true;
|
|
|
|
Host::AddIconOSDWarning(
|
|
"ExclusiveFullscreenFailed", ICON_EMOJI_WARNING,
|
|
TRANSLATE_STR("OSDMessage", "Failed to switch to exclusive fullscreen, using borderless instead."),
|
|
Host::OSD_INFO_DURATION);
|
|
return false;
|
|
}
|
|
|
|
void GPUThread::DisplayWindowResizedOnThread()
|
|
{
|
|
const GPUSwapChain* swap_chain = g_gpu_device->GetMainSwapChain();
|
|
if (swap_chain)
|
|
s_state.render_window_info = swap_chain->GetWindowInfo();
|
|
else
|
|
s_state.render_window_info = WindowInfo();
|
|
std::atomic_thread_fence(std::memory_order_release);
|
|
|
|
// surfaceless is usually temporary, so just ignore it
|
|
if (!swap_chain)
|
|
return;
|
|
|
|
// our imgui stuff can't cope with 0x0/hidden windows
|
|
const float f_width = static_cast<float>(std::max(swap_chain->GetWidth(), 1u));
|
|
const float f_height = static_cast<float>(std::max(swap_chain->GetHeight(), 1u));
|
|
ImGuiManager::WindowResized(swap_chain->GetFormat(), f_width, f_height);
|
|
InputManager::SetDisplayWindowSize(f_width, f_height);
|
|
|
|
if (s_state.gpu_backend)
|
|
{
|
|
Host::RunOnCPUThread(&System::DisplayWindowResized);
|
|
|
|
// If we're paused, re-present the current frame at the new window size.
|
|
if (IsSystemPaused())
|
|
{
|
|
// Hackity hack, on some systems, presenting a single frame isn't enough to actually get it
|
|
// displayed. Two seems to be good enough. Maybe something to do with direct scanout.
|
|
Internal::PresentFrameAndRestoreContext();
|
|
Internal::PresentFrameAndRestoreContext();
|
|
}
|
|
}
|
|
}
|
|
|
|
const WindowInfo& GPUThread::GetRenderWindowInfo()
|
|
{
|
|
// This is infrequently used, so we can get away with a full barrier.
|
|
std::atomic_thread_fence(std::memory_order_acquire);
|
|
return s_state.render_window_info;
|
|
}
|
|
|
|
void GPUThread::SetVSync(GPUVSyncMode mode, bool allow_present_throttle)
|
|
{
|
|
RunOnThread([mode, allow_present_throttle]() {
|
|
if (s_state.requested_vsync == mode && s_state.requested_allow_present_throttle == allow_present_throttle)
|
|
return;
|
|
|
|
s_state.requested_vsync = mode;
|
|
s_state.requested_allow_present_throttle = allow_present_throttle;
|
|
|
|
if (!g_gpu_device->HasMainSwapChain())
|
|
return;
|
|
|
|
Error error;
|
|
if (!g_gpu_device->GetMainSwapChain()->SetVSyncMode(s_state.requested_vsync,
|
|
s_state.requested_allow_present_throttle, &error))
|
|
{
|
|
ERROR_LOG("Failed to update vsync mode: {}", error.GetDescription());
|
|
}
|
|
});
|
|
|
|
// If we're turning on vsync or turning off present throttle, we want to drain the GPU thread.
|
|
// Otherwise if it is currently behind, it'll be permanently stuck behind.
|
|
if (mode != GPUVSyncMode::Disabled)
|
|
SyncGPUThread(false);
|
|
}
|
|
|
|
void GPUThread::PresentCurrentFrame()
|
|
{
|
|
RunOnThread([]() {
|
|
if (s_state.run_idle_flag)
|
|
{
|
|
// If we're running idle, we're going to re-present anyway.
|
|
return;
|
|
}
|
|
|
|
// But we shouldn't be not running idle without a GPU backend.
|
|
if (s_state.gpu_backend)
|
|
Internal::PresentFrameAndRestoreContext();
|
|
});
|
|
}
|
|
|
|
bool GPUThread::GetRunIdleReason(RunIdleReason reason)
|
|
{
|
|
return (s_state.run_idle_reasons & static_cast<u8>(reason)) != 0;
|
|
}
|
|
|
|
void GPUThread::SetRunIdleReason(RunIdleReason reason, bool enabled)
|
|
{
|
|
const u8 bit = static_cast<u8>(reason);
|
|
if (((s_state.run_idle_reasons & bit) != 0) == enabled)
|
|
return;
|
|
|
|
s_state.run_idle_reasons = enabled ? (s_state.run_idle_reasons | bit) : (s_state.run_idle_reasons & ~bit);
|
|
UpdateRunIdle();
|
|
}
|
|
|
|
bool GPUThread::IsRunningIdle()
|
|
{
|
|
return s_state.run_idle_flag;
|
|
}
|
|
|
|
bool GPUThread::IsSystemPaused()
|
|
{
|
|
return ((s_state.run_idle_reasons & static_cast<u8>(RunIdleReason::SystemPaused)) != 0);
|
|
}
|
|
|
|
void GPUThread::UpdateRunIdle()
|
|
{
|
|
DebugAssert(IsOnThread());
|
|
|
|
// We require either invalid-system or paused for run idle.
|
|
static constexpr u8 REQUIRE_MASK = static_cast<u8>(RunIdleReason::NoGPUBackend) |
|
|
static_cast<u8>(RunIdleReason::SystemPaused) |
|
|
static_cast<u8>(RunIdleReason::LoadingScreenActive);
|
|
static constexpr u8 ACTIVATE_MASK =
|
|
static_cast<u8>(RunIdleReason::FullscreenUIActive) | static_cast<u8>(RunIdleReason::LoadingScreenActive);
|
|
|
|
const bool new_flag = (g_gpu_device && ((s_state.run_idle_reasons & REQUIRE_MASK) != 0) &&
|
|
((s_state.run_idle_reasons & ACTIVATE_MASK) != 0));
|
|
if (s_state.run_idle_flag == new_flag)
|
|
return;
|
|
|
|
s_state.run_idle_flag = new_flag;
|
|
DEV_LOG("GPU thread now {} idle", new_flag ? "running" : "NOT running");
|
|
Host::OnGPUThreadRunIdleChanged(new_flag);
|
|
}
|
|
|
|
const std::string& GPUThread::GetGameSerial()
|
|
{
|
|
DebugAssert(IsOnThread());
|
|
return s_state.game_serial;
|
|
}
|
|
|
|
void GPUThread::SetGameSerial(std::string serial)
|
|
{
|
|
DebugAssert(!IsOnThread() || !s_state.use_gpu_thread);
|
|
RunOnThread([serial = std::move(serial)]() mutable {
|
|
const bool changed = (s_state.game_serial != serial);
|
|
s_state.game_serial = std::move(serial);
|
|
if (changed)
|
|
{
|
|
GPUTextureCache::GameSerialChanged();
|
|
if (SaveStateSelectorUI::IsOpen())
|
|
SaveStateSelectorUI::RefreshList();
|
|
}
|
|
});
|
|
}
|