Change from render to texture to render to renderbuffer
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52d7676831
commit
9c32c0b98b
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@ -45,14 +45,10 @@ public:
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/**
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* Presentation thread calls this to get the latest frame available to present. If there is no
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* frame available after timeout, returns nullptr
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* frame available after timeout, returns the previous frame. If there is no previous frame it
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* returns nullptr
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*/
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virtual Frontend::Frame* TryGetPresentFrame(int timeout_ms) = 0;
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/**
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* Presentation thread calls this after swap to release the frame and add it back to the queue
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*/
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virtual void ReleasePresentFrame(Frame* frame) = 0;
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};
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/**
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@ -15,6 +15,23 @@ MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion", MP_R
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namespace OpenGL {
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void OGLRenderbuffer::Create() {
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if (handle != 0)
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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glGenRenderbuffers(1, &handle);
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}
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void OGLRenderbuffer::Release() {
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if (handle == 0)
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteRenderbuffers(1, &handle);
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handle = 0;
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}
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void OGLTexture::Create() {
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if (handle != 0)
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return;
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@ -12,6 +12,31 @@
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namespace OpenGL {
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class OGLRenderbuffer : private NonCopyable {
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public:
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OGLRenderbuffer() = default;
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OGLRenderbuffer(OGLRenderbuffer&& o) noexcept : handle(std::exchange(o.handle, 0)) {}
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~OGLRenderbuffer() {
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Release();
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}
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OGLRenderbuffer& operator=(OGLRenderbuffer&& o) noexcept {
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Release();
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handle = std::exchange(o.handle, 0);
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return *this;
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}
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/// Creates a new internal OpenGL resource and stores the handle
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void Create();
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/// Deletes the internal OpenGL resource
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void Release();
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GLuint handle = 0;
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};
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class OGLTexture : private NonCopyable {
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public:
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OGLTexture() = default;
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@ -89,6 +89,8 @@ OpenGLState::OpenGLState() {
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viewport.height = 0;
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clip_distance = {};
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renderbuffer = 0;
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}
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void OpenGLState::Apply() const {
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@ -337,6 +339,10 @@ void OpenGLState::Apply() const {
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}
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}
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if (renderbuffer != cur_state.renderbuffer) {
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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}
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cur_state = *this;
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}
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@ -144,6 +144,8 @@ public:
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std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE
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GLuint renderbuffer;
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OpenGLState();
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/// Get the currently active OpenGL state
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@ -38,7 +38,7 @@ struct Frame {
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u32 width{}; /// Width of the frame (to detect resize)
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u32 height{}; /// Height of the frame
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bool color_reloaded = false; /// Texture attachment was recreated (ie: resized)
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OpenGL::OGLTexture color{}; /// Texture shared between the render/present FBO
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OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
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OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
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OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
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GLsync render_fence{}; /// Fence created on the render thread
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@ -48,7 +48,10 @@ struct Frame {
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namespace OpenGL {
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constexpr std::size_t SWAP_CHAIN_SIZE = 5;
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
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// number but 8 seems to be a good trade off for now
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constexpr std::size_t SWAP_CHAIN_SIZE = 8;
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class OGLTextureMailbox : public Frontend::TextureMailbox {
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public:
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@ -58,6 +61,7 @@ public:
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std::array<Frontend::Frame, SWAP_CHAIN_SIZE> swap_chain{};
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std::deque<Frontend::Frame*> free_queue{};
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std::deque<Frontend::Frame*> present_queue{};
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Frontend::Frame* previous_frame = nullptr;
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OGLTextureMailbox() {
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for (auto& frame : swap_chain) {
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@ -65,7 +69,10 @@ public:
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}
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}
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~OGLTextureMailbox() override = default;
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~OGLTextureMailbox() override {
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// lock the mutex and clear out the present and free_queues and notify any people who are
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// blocked to prevent deadlock on shutdown
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}
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void ReloadPresentFrame(Frontend::Frame* frame, u32 height, u32 width) override {
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frame->present.Release();
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@ -73,12 +80,12 @@ public:
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GLint previous_draw_fbo{};
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_draw_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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frame->color.handle, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame->color.handle);
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if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!");
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}
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glBindFramebuffer(GL_FRAMEBUFFER, previous_draw_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_draw_fbo);
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frame->color_reloaded = false;
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}
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@ -89,14 +96,9 @@ public:
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// Recreate the color texture attachment
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frame->color.Release();
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frame->color.Create();
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state.texture_units[0].texture_2d = frame->color.handle;
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state.renderbuffer = frame->color.handle;
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state.Apply();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, width, height);
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// Recreate the FBO for the render target
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frame->render.Release();
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@ -104,8 +106,8 @@ public:
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state.draw.read_framebuffer = frame->render.handle;
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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frame->color.handle, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame->color.handle);
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if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
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}
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@ -138,8 +140,15 @@ public:
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[&] { return !present_queue.empty(); });
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if (present_queue.empty()) {
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// timed out waiting for a frame to draw so return nullptr
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return nullptr;
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return previous_frame;
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}
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// free the previous frame and add it back to the free queue
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if (previous_frame) {
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free_queue.push_back(previous_frame);
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free_cv.notify_one();
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}
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// the newest entries are pushed to the front of the queue
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Frontend::Frame* frame = present_queue.front();
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present_queue.pop_front();
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free_cv.notify_one();
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}
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present_queue.clear();
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previous_frame = frame;
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return frame;
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}
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void ReleasePresentFrame(Frontend::Frame* frame) override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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free_queue.push_back(frame);
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free_cv.notify_one();
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}
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};
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static const char vertex_shader[] = R"(
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@ -838,12 +842,15 @@ void RendererOpenGL::TryPresent(int timeout_ms) {
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const auto& layout = render_window.GetFramebufferLayout();
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auto frame = render_window.mailbox->TryGetPresentFrame(timeout_ms);
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if (!frame) {
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LOG_CRITICAL(Render_OpenGL, "Try returned no frame to present");
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LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
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return;
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}
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glClear(GL_COLOR_BUFFER_BIT);
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// Recreate the presentation FBO if the color attachment was changed
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if (frame->color_reloaded) {
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LOG_CRITICAL(Render_OpenGL, "Reloading present frame");
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LOG_DEBUG(Render_OpenGL, "Reloading present frame");
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render_window.mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
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}
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glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
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/* insert fence for the main thread to block on */
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frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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render_window.mailbox->ReleasePresentFrame(frame);
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}
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void RendererOpenGL::PresentComplete() {
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