/*! * @file gfx.cpp * Graphics component for the runtime. Handles some low-level routines. */ #include "gfx.h" #include #include #include #include #include #include "common/log/log.h" #include "game/runtime.h" #include "game/graphics/dma/dma_copy.h" #include "display.h" #include "common/goal_constants.h" #include "common/util/Timer.h" #include "game/graphics/opengl_renderer/OpenGLRenderer.h" #include "game/graphics/texture/TexturePool.h" namespace Gfx { struct GraphicsData { // vsync std::mutex sync_mutex; std::condition_variable sync_cv; // dma chain transfer std::mutex dma_mutex; std::condition_variable dma_cv; u64 frame_idx = 0; bool has_data_to_render = false; FixedChunkDmaCopier dma_copier; // texture pool std::shared_ptr texture_pool; // temporary opengl renderer OpenGLRenderer ogl_renderer; GraphicsData() : dma_copier(EE_MAIN_MEM_SIZE), texture_pool(std::make_shared()), ogl_renderer(texture_pool) {} }; std::unique_ptr g_gfx_data; bool g_is_initialized = false; void GlfwErrorCallback(int err, const char* msg) { lg::error("GLFW ERR {}: " + std::string(msg), err); } u32 Init() { if (glfwSetErrorCallback(GlfwErrorCallback) != NULL) { lg::warn("glfwSetErrorCallback has been re-set!"); } if (!glfwInit()) { lg::error("glfwInit error"); return 1; } if (g_main_thread_id != std::this_thread::get_id()) { lg::warn("ran Gfx::Init outside main thread. Init display elsewhere?"); } else { Display::InitDisplay(640, 480, "testy", Display::display); } g_gfx_data = std::make_unique(); g_is_initialized = true; return 0; } void Loop(std::function f) { while (f()) { // run display-specific things if (Display::display) { // pre-render setup glfwMakeContextCurrent(Display::display); // wait for a copied chain. bool got_chain = false; { std::unique_lock lock(g_gfx_data->dma_mutex); // note: there's a timeout here. If the engine is messed up and not sending us frames, // we still want to run the glfw loop. got_chain = g_gfx_data->dma_cv.wait_for(lock, std::chrono::milliseconds(20), [=] { return g_gfx_data->has_data_to_render; }); } // render that chain. if (got_chain) { auto& chain = g_gfx_data->dma_copier.get_last_result(); int width, height; glfwGetFramebufferSize(Display::display, &width, &height); g_gfx_data->ogl_renderer.render(DmaFollower(chain.data.data(), chain.start_offset), width, height); } // before vsync, mark the chain as rendered. { // should be fine to remove this mutex if the game actually waits for vsync to call // send_chain again. but let's be safe for now. std::unique_lock lock(g_gfx_data->dma_mutex); g_gfx_data->has_data_to_render = false; } // actual vsync glfwSwapBuffers(Display::display); // toggle even odd and wake up engine waiting on vsync. { std::unique_lock lock(g_gfx_data->sync_mutex); g_gfx_data->frame_idx++; g_gfx_data->sync_cv.notify_all(); } // poll events TODO integrate input with cpad glfwPollEvents(); // exit if display window was closed if (glfwWindowShouldClose(Display::display)) { // Display::KillDisplay(Display::display); MasterExit = 2; } } } } u32 Exit() { g_is_initialized = false; g_gfx_data.reset(); lg::debug("gfx exit"); Display::KillDisplay(Display::display); glfwTerminate(); glfwSetErrorCallback(NULL); return 0; } bool is_initialized() { return g_is_initialized; } /*! * Wait for the next vsync. Returns 0 or 1 depending on if frame is even or odd. * Called from the game thread, on a GOAL stack. */ u32 vsync() { if (!g_gfx_data) { return 0; } std::unique_lock lock(g_gfx_data->sync_mutex); auto init_frame = g_gfx_data->frame_idx; g_gfx_data->sync_cv.wait(lock, [=] { return g_gfx_data->frame_idx > init_frame; }); return g_gfx_data->frame_idx & 1; } /*! * Send DMA to the renderer. * Called from the game thread, on a GOAL stack. */ void send_chain(const void* data, u32 offset) { if (g_gfx_data) { std::unique_lock lock(g_gfx_data->dma_mutex); if (g_gfx_data->has_data_to_render) { lg::error( "Gfx::send_chain called when the graphics renderer has pending data. Was this called " "multiple times per frame?"); return; } // we copy the dma data and give a copy of it to the render. // the copy has a few advantages: // - if the game code has a bug and corrupts the DMA buffer, the renderer won't see it. // - the copied DMA is much smaller than the entire game memory, so it can be dumped to a file // separate of the entire RAM. // - it verifies the DMA data is valid early on. // but it may also be pretty expensive. Both the renderer and the game wait on this to complete. // The renderers should just operate on DMA chains, so eliminating this step in the future may // be easy. // Timer copy_timer; g_gfx_data->dma_copier.run(data, offset); // fmt::print("copy took {:.3f}ms\n", copy_timer.getMs()); g_gfx_data->has_data_to_render = true; g_gfx_data->dma_cv.notify_all(); } } void texture_upload_now(const u8* tpage, int mode, u32 s7_ptr) { if (g_gfx_data) { // just pass it to the texture pool. // the texture pool will take care of locking. // we don't want to lock here for the entire duration of the conversion. g_gfx_data->texture_pool->handle_upload_now(tpage, mode, g_ee_main_mem, s7_ptr); } } } // namespace Gfx