282adfc70b
Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result
55 lines
1.7 KiB
C++
55 lines
1.7 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "core/core.h"
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#include "core/hardware_interrupt_manager.h"
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#include "video_core/gpu_asynch.h"
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#include "video_core/gpu_thread.h"
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#include "video_core/renderer_base.h"
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namespace VideoCommon {
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GPUAsynch::GPUAsynch(Core::System& system, std::unique_ptr<VideoCore::RendererBase>&& renderer_,
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std::unique_ptr<Core::Frontend::GraphicsContext>&& context)
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: GPU(system, std::move(renderer_), true), gpu_thread{system}, gpu_context(std::move(context)),
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cpu_context(renderer->GetRenderWindow().CreateSharedContext()) {}
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GPUAsynch::~GPUAsynch() = default;
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void GPUAsynch::Start() {
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cpu_context->MakeCurrent();
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gpu_thread.StartThread(*renderer, *gpu_context, *dma_pusher);
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}
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void GPUAsynch::PushGPUEntries(Tegra::CommandList&& entries) {
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gpu_thread.SubmitList(std::move(entries));
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}
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void GPUAsynch::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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gpu_thread.SwapBuffers(framebuffer);
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}
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void GPUAsynch::FlushRegion(CacheAddr addr, u64 size) {
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gpu_thread.FlushRegion(addr, size);
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}
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void GPUAsynch::InvalidateRegion(CacheAddr addr, u64 size) {
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gpu_thread.InvalidateRegion(addr, size);
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}
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void GPUAsynch::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
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gpu_thread.FlushAndInvalidateRegion(addr, size);
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}
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void GPUAsynch::TriggerCpuInterrupt(const u32 syncpoint_id, const u32 value) const {
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auto& interrupt_manager = system.InterruptManager();
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interrupt_manager.GPUInterruptSyncpt(syncpoint_id, value);
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}
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void GPUAsynch::WaitIdle() const {
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gpu_thread.WaitIdle();
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}
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} // namespace VideoCommon
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