Add microprofile scopes for presentation
This commit is contained in:
parent
9ae3eb4a30
commit
65613cce81
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@ -15,6 +15,7 @@
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/bit_field.h"
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#include "common/bit_field.h"
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "core/core.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/core_timing.h"
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#include "core/dumping/backend.h"
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#include "core/dumping/backend.h"
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@ -284,12 +285,121 @@ RendererOpenGL::RendererOpenGL(Frontend::EmuWindow& window) : RendererBase{windo
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RendererOpenGL::~RendererOpenGL() = default;
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RendererOpenGL::~RendererOpenGL() = default;
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MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
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MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
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/// Swap buffers (render frame)
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers() {
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void RendererOpenGL::SwapBuffers() {
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// Maintain the rasterizer's state as a priority
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.Apply();
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state.Apply();
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PrepareRendertarget();
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RenderScreenshot();
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RenderVideoDumping();
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const auto& layout = render_window.GetFramebufferLayout();
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Frontend::Frame* frame;
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{
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MICROPROFILE_SCOPE(OpenGL_WaitPresent);
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frame = render_window.mailbox->GetRenderFrame();
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// Clean up sync objects before drawing
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// INTEL driver workaround. We can't delete the previous render sync object until we are
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// sure that the presentation is done
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if (frame->present_fence) {
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glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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}
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// delete the draw fence if the frame wasn't presented
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if (frame->render_fence) {
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glDeleteSync(frame->render_fence);
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frame->render_fence = 0;
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}
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// wait for the presentation to be done
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if (frame->present_fence) {
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glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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glDeleteSync(frame->present_fence);
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frame->present_fence = 0;
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}
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}
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{
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MICROPROFILE_SCOPE(OpenGL_RenderFrame);
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// Recreate the frame if the size of the window has changed
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if (layout.width != frame->width || layout.height != frame->height) {
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LOG_DEBUG(Render_OpenGL, "Reloading render frame");
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render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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}
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GLuint render_texture = frame->color.handle;
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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DrawScreens(layout);
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// Create a fence for the frontend to wait on and swap this frame to OffTex
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frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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render_window.mailbox->ReleaseRenderFrame(frame);
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m_current_frame++;
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}
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Core::System::GetInstance().perf_stats->EndSystemFrame();
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render_window.PollEvents();
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Core::System::GetInstance().frame_limiter.DoFrameLimiting(
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Core::System::GetInstance().CoreTiming().GetGlobalTimeUs());
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Core::System::GetInstance().perf_stats->BeginSystemFrame();
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prev_state.Apply();
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RefreshRasterizerSetting();
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if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
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Pica::g_debug_context->recorder->FrameFinished();
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}
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}
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void RendererOpenGL::RenderScreenshot() {
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if (VideoCore::g_renderer_screenshot_requested) {
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// Draw this frame to the screenshot framebuffer
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screenshot_framebuffer.Create();
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GLuint old_read_fb = state.draw.read_framebuffer;
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GLuint old_draw_fb = state.draw.draw_framebuffer;
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state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
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state.Apply();
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Layout::FramebufferLayout layout{VideoCore::g_screenshot_framebuffer_layout};
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GLuint renderbuffer;
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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renderbuffer);
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DrawScreens(layout);
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glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
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VideoCore::g_screenshot_bits);
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screenshot_framebuffer.Release();
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state.draw.read_framebuffer = old_read_fb;
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state.draw.draw_framebuffer = old_draw_fb;
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state.Apply();
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glDeleteRenderbuffers(1, &renderbuffer);
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VideoCore::g_screenshot_complete_callback();
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VideoCore::g_renderer_screenshot_requested = false;
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}
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}
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void RendererOpenGL::PrepareRendertarget() {
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for (int i : {0, 1, 2}) {
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for (int i : {0, 1, 2}) {
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int fb_id = i == 2 ? 1 : 0;
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int fb_id = i == 2 ? 1 : 0;
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const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
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const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
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@ -324,39 +434,9 @@ void RendererOpenGL::SwapBuffers() {
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screen_infos[i].texture.height = framebuffer.height;
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screen_infos[i].texture.height = framebuffer.height;
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}
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}
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}
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}
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}
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if (VideoCore::g_renderer_screenshot_requested) {
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void RendererOpenGL::RenderVideoDumping() {
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// Draw this frame to the screenshot framebuffer
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screenshot_framebuffer.Create();
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GLuint old_read_fb = state.draw.read_framebuffer;
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GLuint old_draw_fb = state.draw.draw_framebuffer;
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state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
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state.Apply();
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Layout::FramebufferLayout layout{VideoCore::g_screenshot_framebuffer_layout};
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GLuint renderbuffer;
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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renderbuffer);
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DrawScreens(layout);
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glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
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VideoCore::g_screenshot_bits);
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screenshot_framebuffer.Release();
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state.draw.read_framebuffer = old_read_fb;
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state.draw.draw_framebuffer = old_draw_fb;
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state.Apply();
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glDeleteRenderbuffers(1, &renderbuffer);
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VideoCore::g_screenshot_complete_callback();
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VideoCore::g_renderer_screenshot_requested = false;
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}
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if (cleanup_video_dumping.exchange(false)) {
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if (cleanup_video_dumping.exchange(false)) {
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ReleaseVideoDumpingGLObjects();
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ReleaseVideoDumpingGLObjects();
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}
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}
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@ -384,61 +464,6 @@ void RendererOpenGL::SwapBuffers() {
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current_pbo = (current_pbo + 1) % 2;
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current_pbo = (current_pbo + 1) % 2;
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next_pbo = (current_pbo + 1) % 2;
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next_pbo = (current_pbo + 1) % 2;
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}
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}
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const auto& layout = render_window.GetFramebufferLayout();
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auto frame = render_window.mailbox->GetRenderFrame();
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// Clean up sync objects before drawing
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// INTEL driver workaround. We can't delete the previous render sync object until we are sure
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// that the presentation is done
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if (frame->present_fence) {
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glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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}
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// delete the draw fence if the frame wasn't presented
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if (frame->render_fence) {
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glDeleteSync(frame->render_fence);
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frame->render_fence = 0;
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}
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// wait for the presentation to be done
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if (frame->present_fence) {
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glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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glDeleteSync(frame->present_fence);
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frame->present_fence = 0;
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}
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// Recreate the frame if the size of the window has changed
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if (layout.width != frame->width || layout.height != frame->height) {
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LOG_DEBUG(Render_OpenGL, "Reloading render frame");
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render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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}
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GLuint render_texture = frame->color.handle;
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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DrawScreens(layout);
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// Create a fence for the frontend to wait on and swap this frame to OffTex
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frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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render_window.mailbox->ReleaseRenderFrame(frame);
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m_current_frame++;
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Core::System::GetInstance().perf_stats->EndSystemFrame();
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render_window.PollEvents();
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Core::System::GetInstance().frame_limiter.DoFrameLimiting(
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Core::System::GetInstance().CoreTiming().GetGlobalTimeUs());
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Core::System::GetInstance().perf_stats->BeginSystemFrame();
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prev_state.Apply();
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RefreshRasterizerSetting();
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if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
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Pica::g_debug_context->recorder->FrameFinished();
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}
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}
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}
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/**
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/**
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@ -70,6 +70,9 @@ private:
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void InitOpenGLObjects();
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void InitOpenGLObjects();
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void ReloadSampler();
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void ReloadSampler();
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void ReloadShader();
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void ReloadShader();
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void PrepareRendertarget();
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void RenderScreenshot();
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void RenderVideoDumping();
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void ConfigureFramebufferTexture(TextureInfo& texture,
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void ConfigureFramebufferTexture(TextureInfo& texture,
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const GPU::Regs::FramebufferConfig& framebuffer);
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const GPU::Regs::FramebufferConfig& framebuffer);
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void DrawScreens(const Layout::FramebufferLayout& layout);
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void DrawScreens(const Layout::FramebufferLayout& layout);
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