mirror of
https://github.com/open-goal/jak-project.git
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280 lines
8 KiB
C++
280 lines
8 KiB
C++
/*!
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* @file opengl.cpp
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* Lower-level OpenGL implementation.
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*/
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#include <memory>
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#include <mutex>
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#include <condition_variable>
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#include "opengl.h"
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#include "game/graphics/gfx.h"
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#include "game/graphics/display.h"
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#include "game/graphics/opengl_renderer/OpenGLRenderer.h"
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#include "game/graphics/texture/TexturePool.h"
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#include "game/graphics/dma/dma_copy.h"
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#include "common/log/log.h"
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#include "common/goal_constants.h"
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#include "game/runtime.h"
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namespace {
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struct GraphicsData {
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// vsync
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std::mutex sync_mutex;
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std::condition_variable sync_cv;
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// dma chain transfer
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std::mutex dma_mutex;
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std::condition_variable dma_cv;
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u64 frame_idx = 0;
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bool has_data_to_render = false;
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FixedChunkDmaCopier dma_copier;
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// texture pool
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std::shared_ptr<TexturePool> texture_pool;
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// temporary opengl renderer
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OpenGLRenderer ogl_renderer;
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GraphicsData()
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: dma_copier(EE_MAIN_MEM_SIZE),
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texture_pool(std::make_shared<TexturePool>()),
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ogl_renderer(texture_pool) {}
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};
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std::unique_ptr<GraphicsData> g_gfx_data;
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void SetDisplayCallbacks(GLFWwindow* d) {
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glfwSetKeyCallback(d, [](GLFWwindow* /*window*/, int key, int scancode, int action, int mods) {
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if (action == GlfwKeyAction::Press) {
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lg::debug("KEY PRESS: key: {} scancode: {} mods: {:X}", key, scancode, mods);
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} else if (action == GlfwKeyAction::Release) {
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lg::debug("KEY RELEASE: key: {} scancode: {} mods: {:X}", key, scancode, mods);
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}
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});
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}
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void ErrorCallback(int err, const char* msg) {
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lg::error("GLFW ERR {}: " + std::string(msg), err);
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}
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bool HasError() {
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return glfwGetError(NULL) != GLFW_NO_ERROR;
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}
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} // namespace
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static bool gl_inited = false;
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static int gl_init() {
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if (glfwSetErrorCallback(ErrorCallback) != NULL) {
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lg::warn("glfwSetErrorCallback has been re-set!");
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}
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if (glfwInit() == GLFW_FALSE) {
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lg::error("glfwInit error");
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return 1;
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}
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// request Debug OpenGL 3.3 Core
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // 3.3
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // debug
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // core profile, not compat
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return 0;
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}
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static void gl_exit() {
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g_gfx_data.reset();
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glfwTerminate();
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glfwSetErrorCallback(NULL);
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gl_inited = false;
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}
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static std::shared_ptr<GfxDisplay> gl_make_main_display(int width,
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int height,
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const char* title,
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GfxSettings& settings) {
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GLFWwindow* window = glfwCreateWindow(width, height, title, NULL, NULL);
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if (!window) {
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lg::error("gl_make_main_display failed - Could not create display window");
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return NULL;
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}
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glfwMakeContextCurrent(window);
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if (!gl_inited && !gladLoadGL()) {
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lg::error("GL init fail");
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return NULL;
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}
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g_gfx_data = std::make_unique<GraphicsData>();
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gl_inited = true;
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// enable vsync by default
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// glfwSwapInterval(1);
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glfwSwapInterval(settings.vsync);
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SetDisplayCallbacks(window);
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if (HasError()) {
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lg::error("gl_make_main_display error");
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return NULL;
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}
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std::shared_ptr<GfxDisplay> display = std::make_shared<GfxDisplay>(window);
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// lg::debug("init display #x{:x}", (uintptr_t)display);
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return display;
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}
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static void gl_kill_display(GfxDisplay* display) {
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glfwDestroyWindow(display->window_glfw);
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}
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static void gl_render_display(GfxDisplay* display) {
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GLFWwindow* window = display->window_glfw;
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glfwMakeContextCurrent(window);
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// wait for a copied chain.
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bool got_chain = false;
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{
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std::unique_lock<std::mutex> lock(g_gfx_data->dma_mutex);
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// note: there's a timeout here. If the engine is messed up and not sending us frames,
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// we still want to run the glfw loop.
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got_chain = g_gfx_data->dma_cv.wait_for(lock, std::chrono::milliseconds(20),
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[=] { return g_gfx_data->has_data_to_render; });
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}
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// render that chain.
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if (got_chain) {
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auto& chain = g_gfx_data->dma_copier.get_last_result();
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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g_gfx_data->ogl_renderer.render(DmaFollower(chain.data.data(), chain.start_offset), width,
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height);
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}
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// before vsync, mark the chain as rendered.
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{
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// should be fine to remove this mutex if the game actually waits for vsync to call
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// send_chain again. but let's be safe for now.
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std::unique_lock<std::mutex> lock(g_gfx_data->dma_mutex);
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g_gfx_data->has_data_to_render = false;
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g_gfx_data->sync_cv.notify_all();
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}
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// actual vsync
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glfwSwapBuffers(window);
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// toggle even odd and wake up engine waiting on vsync.
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{
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std::unique_lock<std::mutex> lock(g_gfx_data->sync_mutex);
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g_gfx_data->frame_idx++;
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g_gfx_data->sync_cv.notify_all();
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}
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// poll events TODO integrate input with cpad
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glfwPollEvents();
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// exit if display window was closed
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if (glfwWindowShouldClose(window)) {
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// Display::KillDisplay(window);
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MasterExit = 2;
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}
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}
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/*!
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* Wait for the next vsync. Returns 0 or 1 depending on if frame is even or odd.
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* Called from the game thread, on a GOAL stack.
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*/
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u32 gl_vsync() {
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if (!g_gfx_data) {
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return 0;
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}
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std::unique_lock<std::mutex> lock(g_gfx_data->sync_mutex);
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auto init_frame = g_gfx_data->frame_idx;
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g_gfx_data->sync_cv.wait(lock, [=] { return g_gfx_data->frame_idx > init_frame; });
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return g_gfx_data->frame_idx & 1;
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}
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u32 gl_sync_path() {
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if (!g_gfx_data) {
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return 0;
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}
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std::unique_lock<std::mutex> lock(g_gfx_data->sync_mutex);
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if (!g_gfx_data->has_data_to_render) {
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return 0;
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}
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g_gfx_data->sync_cv.wait(lock, [=] { return !g_gfx_data->has_data_to_render; });
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return 0;
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}
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/*!
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* Send DMA to the renderer.
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* Called from the game thread, on a GOAL stack.
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*/
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void gl_send_chain(const void* data, u32 offset) {
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if (g_gfx_data) {
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std::unique_lock<std::mutex> lock(g_gfx_data->dma_mutex);
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if (g_gfx_data->has_data_to_render) {
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lg::error(
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"Gfx::send_chain called when the graphics renderer has pending data. Was this called "
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"multiple times per frame?");
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return;
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}
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// we copy the dma data and give a copy of it to the render.
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// the copy has a few advantages:
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// - if the game code has a bug and corrupts the DMA buffer, the renderer won't see it.
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// - the copied DMA is much smaller than the entire game memory, so it can be dumped to a file
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// separate of the entire RAM.
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// - it verifies the DMA data is valid early on.
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// but it may also be pretty expensive. Both the renderer and the game wait on this to complete.
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// The renderers should just operate on DMA chains, so eliminating this step in the future may
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// be easy.
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// Timer copy_timer;
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g_gfx_data->dma_copier.run(data, offset);
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// fmt::print("copy took {:.3f}ms\n", copy_timer.getMs());
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g_gfx_data->has_data_to_render = true;
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g_gfx_data->dma_cv.notify_all();
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}
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}
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void gl_texture_upload_now(const u8* tpage, int mode, u32 s7_ptr) {
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if (g_gfx_data) {
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// just pass it to the texture pool.
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// the texture pool will take care of locking.
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// we don't want to lock here for the entire duration of the conversion.
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g_gfx_data->texture_pool->handle_upload_now(tpage, mode, g_ee_main_mem, s7_ptr);
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}
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}
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void gl_texture_relocate(u32 destination, u32 source) {
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if (g_gfx_data) {
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g_gfx_data->texture_pool->relocate(destination, source);
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}
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}
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const GfxRendererModule moduleOpenGL = {
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gl_init, // init
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gl_make_main_display, // make_main_display
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gl_kill_display, // kill_display
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gl_render_display, // render_display
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gl_exit, // exit
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gl_vsync, // vsync
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gl_sync_path, // sync_path
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gl_send_chain, // send_chain
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gl_texture_upload_now, // texture_upload_now
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gl_texture_relocate, // texture_relocate
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GfxPipeline::OpenGL, // pipeline
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"OpenGL 3.0" // name
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};
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