mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 21:27:52 -04:00
d73336bbf3
game: automatically apply framelimiter on high refresh rate monitor
628 lines
19 KiB
C++
628 lines
19 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 "third-party/imgui/imgui.h"
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#include "third-party/imgui/imgui_impl_glfw.h"
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#include "third-party/imgui/imgui_impl_opengl3.h"
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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 "common/dma/dma_copy.h"
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#include "game/system/newpad.h"
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#include "common/log/log.h"
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#include "common/goal_constants.h"
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#include "common/util/image_loading.h"
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#include "game/runtime.h"
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#include "common/util/Timer.h"
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#include "game/graphics/opengl_renderer/debug_gui.h"
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#include "common/util/FileUtil.h"
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#include "common/util/compress.h"
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#include "common/util/FrameLimiter.h"
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#include "common/global_profiler/GlobalProfiler.h"
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namespace {
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constexpr bool run_dma_copy = false;
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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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bool vsync_enabled = true;
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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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u64 frame_idx_of_input_data = 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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std::shared_ptr<Loader> loader;
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// temporary opengl renderer
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OpenGLRenderer ogl_renderer;
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OpenGlDebugGui debug_gui;
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FrameLimiter frame_limiter;
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Timer engine_timer;
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double last_engine_time = 1. / 60.;
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float pmode_alp = 0.f;
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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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loader(std::make_shared<Loader>()),
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ogl_renderer(texture_pool, loader) {}
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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(
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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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Pad::OnKeyPress(key);
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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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Pad::OnKeyRelease(key);
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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 {}: {}", err, std::string(msg));
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}
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bool HasError() {
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const char* ptr;
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if (glfwGetError(&ptr) != GLFW_NO_ERROR) {
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lg::error("glfw error: {}", ptr);
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return true;
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} else {
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return false;
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}
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}
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void FocusCallback(GLFWwindow* window, int focused) {
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glfwSetWindowAttrib(window, GLFW_FLOATING, focused);
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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(GfxSettings& settings) {
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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 an OpenGL 4.3 Core context
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // 4.3
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // core profile, not compat
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// debug check
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if (settings.debug) {
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
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} else {
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_FALSE);
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}
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glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
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glfwWindowHint(GLFW_SAMPLES, 1);
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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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gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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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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std::string image_path =
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(file_util::get_jak_project_dir() / "game" / "assets" / "appicon.png").string();
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GLFWimage images[1];
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images[0].pixels =
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stbi_load(image_path.c_str(), &images[0].width, &images[0].height, 0, 4); // rgba channels
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glfwSetWindowIcon(window, 1, images);
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stbi_image_free(images[0].pixels);
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g_gfx_data = std::make_unique<GraphicsData>();
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gl_inited = true;
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// init framerate settings
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GLFWmonitor* primary_monitor = glfwGetPrimaryMonitor();
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if (primary_monitor) {
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auto primary_monitor_video_mode = glfwGetVideoMode(primary_monitor);
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if (primary_monitor_video_mode && primary_monitor_video_mode->refreshRate > 60) {
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// Use the framelimiter by default and disable vsync
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g_gfx_data->debug_gui.framelimiter = true;
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g_gfx_data->debug_gui.m_vsync = false;
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g_gfx_data->vsync_enabled = false;
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glfwSwapInterval(false);
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} else {
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// enable vsync
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g_gfx_data->debug_gui.framelimiter = false;
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g_gfx_data->debug_gui.m_vsync = true;
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g_gfx_data->vsync_enabled = true;
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// glfwSwapInterval(1);
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glfwSwapInterval(settings.vsync);
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}
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} else {
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// enable vsync
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g_gfx_data->debug_gui.framelimiter = false;
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g_gfx_data->debug_gui.m_vsync = true;
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g_gfx_data->vsync_enabled = true;
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// glfwSwapInterval(1);
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glfwSwapInterval(settings.vsync);
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}
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SetDisplayCallbacks(window);
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Pad::initialize();
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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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// setup imgui
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// check that version of the library is okay
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IMGUI_CHECKVERSION();
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// this does initialization for stuff like the font data
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ImGui::CreateContext();
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// set up to get inputs for this window
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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// NOTE: imgui's setup calls functions that may fail intentionally, and attempts to disable error
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// reporting so these errors are invisible. But it does not work, and some weird X11 default
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// cursor error is set here that we clear.
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glfwGetError(NULL);
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// set up the renderer
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ImGui_ImplOpenGL3_Init("#version 130");
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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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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(display->window_glfw);
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}
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namespace {
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std::string make_output_file_name(const std::string& file_name) {
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file_util::create_dir_if_needed(file_util::get_file_path({"gfx_dumps"}));
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return file_util::get_file_path({"gfx_dumps", file_name});
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}
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} // namespace
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static bool endsWith(std::string_view str, std::string_view suffix) {
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return str.size() >= suffix.size() &&
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0 == str.compare(str.size() - suffix.size(), suffix.size(), suffix);
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}
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void render_game_frame(int width, int height, int lbox_width, int lbox_height) {
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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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auto p = scoped_prof("wait-for-dma");
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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(50),
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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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g_gfx_data->frame_idx_of_input_data = g_gfx_data->frame_idx;
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RenderOptions options;
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options.window_height_px = height;
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options.window_width_px = width;
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options.lbox_height_px = lbox_height;
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options.lbox_width_px = lbox_width;
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options.draw_render_debug_window = g_gfx_data->debug_gui.should_draw_render_debug();
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options.draw_profiler_window = g_gfx_data->debug_gui.should_draw_profiler();
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options.draw_subtitle_editor_window = g_gfx_data->debug_gui.should_draw_subtitle_editor();
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options.save_screenshot = g_gfx_data->debug_gui.get_screenshot_flag();
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options.draw_small_profiler_window = g_gfx_data->debug_gui.small_profiler;
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options.pmode_alp_register = g_gfx_data->pmode_alp;
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if (options.save_screenshot) {
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// ensure the screenshot has an extension
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std::string temp_path = g_gfx_data->debug_gui.screenshot_name();
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if (!endsWith(temp_path, ".png")) {
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temp_path += ".png";
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}
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options.screenshot_path = make_output_file_name(temp_path);
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}
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if constexpr (run_dma_copy) {
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auto& chain = g_gfx_data->dma_copier.get_last_result();
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g_gfx_data->ogl_renderer.render(DmaFollower(chain.data.data(), chain.start_offset), options);
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} else {
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auto p = scoped_prof("ogl-render");
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g_gfx_data->ogl_renderer.render(DmaFollower(g_gfx_data->dma_copier.get_last_input_data(),
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g_gfx_data->dma_copier.get_last_input_offset()),
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options);
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}
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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->engine_timer.start();
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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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}
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static void gl_display_position(GfxDisplay* display, int* x, int* y) {
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glfwGetWindowPos(display->window_glfw, x, y);
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}
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static void gl_display_size(GfxDisplay* display, int* width, int* height) {
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glfwGetFramebufferSize(display->window_glfw, width, height);
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}
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static void gl_display_set_size(GfxDisplay* display, int width, int height) {
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glfwSetWindowSize(display->window_glfw, width, height);
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}
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static void gl_display_scale(GfxDisplay* display, float* xs, float* ys) {
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glfwGetWindowContentScale(display->window_glfw, xs, ys);
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}
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static void gl_set_fullscreen(GfxDisplay* display, int mode, int /*screen*/) {
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GLFWmonitor* monitor = glfwGetPrimaryMonitor(); // todo
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auto window = display->window_glfw;
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switch (mode) {
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case Gfx::DisplayMode::Windowed: {
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// windowed
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glfwSetWindowAttrib(window, GLFW_DECORATED, GLFW_TRUE);
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glfwSetWindowFocusCallback(window, NULL);
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glfwSetWindowAttrib(window, GLFW_FLOATING, GLFW_FALSE);
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glfwSetWindowMonitor(window, NULL, display->xpos_backup(), display->ypos_backup(),
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display->width_backup(), display->height_backup(), GLFW_DONT_CARE);
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} break;
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case Gfx::DisplayMode::Fullscreen: {
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// fullscreen
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if (display->windowed()) {
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display->backup_params();
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}
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const GLFWvidmode* vmode = glfwGetVideoMode(monitor);
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glfwSetWindowMonitor(window, monitor, 0, 0, vmode->width, vmode->height, 60);
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glfwSetWindowFocusCallback(window, FocusCallback);
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} break;
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case Gfx::DisplayMode::Borderless: {
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// borderless fullscreen
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if (display->windowed()) {
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display->backup_params();
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}
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int x, y;
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glfwGetMonitorPos(monitor, &x, &y);
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const GLFWvidmode* vmode = glfwGetVideoMode(monitor);
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glfwSetWindowAttrib(window, GLFW_DECORATED, GLFW_FALSE);
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glfwSetWindowAttrib(window, GLFW_FLOATING, GLFW_TRUE);
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glfwSetWindowFocusCallback(window, FocusCallback);
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#ifdef _WIN32
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glfwSetWindowMonitor(window, NULL, x, y, vmode->width, vmode->height + 1, GLFW_DONT_CARE);
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#else
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glfwSetWindowMonitor(window, NULL, x, y, vmode->width, vmode->height, GLFW_DONT_CARE);
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#endif
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} break;
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}
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}
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static void gl_screen_size(GfxDisplay* /*display*/,
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int vmode_idx,
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int /*screen*/,
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s32* w_out,
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s32* h_out,
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s32* count_out) {
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int count = 0;
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auto vmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
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auto vmodes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
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if (vmode_idx >= 0) {
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vmode = &vmodes[vmode_idx];
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} else {
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for (int i = 0; i < count; ++i) {
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if (!vmode || vmode->height < vmodes[i].height) {
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vmode = &vmodes[i];
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}
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}
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}
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if (count_out) {
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*count_out = count;
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}
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if (w_out) {
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*w_out = vmode->width;
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}
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if (h_out) {
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*h_out = vmode->height;
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}
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}
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void update_global_profiler() {
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if (g_gfx_data->debug_gui.dump_events) {
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prof().set_enable(false);
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g_gfx_data->debug_gui.dump_events = false;
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prof().dump_to_json((file_util::get_jak_project_dir() / "prof.json").string());
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}
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prof().set_enable(g_gfx_data->debug_gui.record_events);
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}
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/*!
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* Main function called to render graphics frames. This is called in a loop.
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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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// poll events
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{
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auto p = scoped_prof("poll-gamepads");
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glfwPollEvents();
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glfwMakeContextCurrent(window);
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Pad::update_gamepads();
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}
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// imgui start of frame
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{
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auto p = scoped_prof("imgui-init");
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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}
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// window size
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int width = Gfx::g_global_settings.lbox_w;
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int height = Gfx::g_global_settings.lbox_h;
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int fbuf_w, fbuf_h;
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glfwGetFramebufferSize(window, &fbuf_w, &fbuf_h);
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#ifdef _WIN32
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if (display->fullscreen_mode() == 2) {
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// pretend the framebuffer is 1 pixel shorter on borderless. fullscreen issues!
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fbuf_h--;
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}
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#endif
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// horizontal letterbox size
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int lbox_w = (fbuf_w - width) / 2;
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// vertical letterbox size
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int lbox_h = (fbuf_h - height) / 2;
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#ifdef _WIN32
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if (display->fullscreen_mode() == 2) {
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// add one pixel of vertical letterbox on borderless to make up for extra line
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lbox_h++;
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}
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#endif
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// render game!
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if (g_gfx_data->debug_gui.should_advance_frame()) {
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auto p = scoped_prof("game-render");
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render_game_frame(width, height, lbox_w, lbox_h);
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}
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if (g_gfx_data->debug_gui.should_gl_finish()) {
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auto p = scoped_prof("gl-finish");
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glFinish();
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}
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// render debug
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{
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auto p = scoped_prof("debug-gui");
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g_gfx_data->debug_gui.draw(g_gfx_data->dma_copier.get_last_result().stats);
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}
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{
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auto p = scoped_prof("imgui-render");
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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// switch vsync modes, if requested
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bool req_vsync = g_gfx_data->debug_gui.get_vsync_flag();
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if (req_vsync != g_gfx_data->vsync_enabled) {
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g_gfx_data->vsync_enabled = req_vsync;
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glfwSwapInterval(req_vsync);
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}
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// actual vsync
|
|
g_gfx_data->debug_gui.finish_frame();
|
|
{
|
|
auto p = scoped_prof("swap-buffers");
|
|
glfwSwapBuffers(window);
|
|
}
|
|
if (g_gfx_data->debug_gui.framelimiter) {
|
|
auto p = scoped_prof("frame-limiter");
|
|
g_gfx_data->frame_limiter.run(
|
|
g_gfx_data->debug_gui.target_fps, g_gfx_data->debug_gui.experimental_accurate_lag,
|
|
g_gfx_data->debug_gui.sleep_in_frame_limiter, g_gfx_data->last_engine_time);
|
|
}
|
|
g_gfx_data->debug_gui.start_frame();
|
|
prof().instant_event("ROOT");
|
|
update_global_profiler();
|
|
|
|
if (display->fullscreen_pending()) {
|
|
display->fullscreen_flush();
|
|
}
|
|
|
|
// toggle even odd and wake up engine waiting on vsync.
|
|
{
|
|
std::unique_lock<std::mutex> lock(g_gfx_data->sync_mutex);
|
|
g_gfx_data->frame_idx++;
|
|
g_gfx_data->sync_cv.notify_all();
|
|
}
|
|
|
|
// reboot whole game, if requested
|
|
if (g_gfx_data->debug_gui.want_reboot_in_debug) {
|
|
g_gfx_data->debug_gui.want_reboot_in_debug = false;
|
|
MasterExit = RuntimeExitStatus::RESTART_IN_DEBUG;
|
|
}
|
|
|
|
// exit if display window was closed
|
|
if (glfwWindowShouldClose(window)) {
|
|
std::unique_lock<std::mutex> lock(g_gfx_data->sync_mutex);
|
|
MasterExit = RuntimeExitStatus::EXIT;
|
|
g_gfx_data->sync_cv.notify_all();
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* 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 gl_vsync() {
|
|
if (!g_gfx_data) {
|
|
return 0;
|
|
}
|
|
std::unique_lock<std::mutex> lock(g_gfx_data->sync_mutex);
|
|
auto init_frame = g_gfx_data->frame_idx_of_input_data;
|
|
g_gfx_data->sync_cv.wait(lock, [=] {
|
|
return (MasterExit != RuntimeExitStatus::RUNNING) || g_gfx_data->frame_idx > init_frame;
|
|
});
|
|
return g_gfx_data->frame_idx & 1;
|
|
}
|
|
|
|
u32 gl_sync_path() {
|
|
if (!g_gfx_data) {
|
|
return 0;
|
|
}
|
|
std::unique_lock<std::mutex> lock(g_gfx_data->sync_mutex);
|
|
g_gfx_data->last_engine_time = g_gfx_data->engine_timer.getSeconds();
|
|
if (!g_gfx_data->has_data_to_render) {
|
|
return 0;
|
|
}
|
|
g_gfx_data->sync_cv.wait(lock, [=] { return !g_gfx_data->has_data_to_render; });
|
|
return 0;
|
|
}
|
|
|
|
/*!
|
|
* Send DMA to the renderer.
|
|
* Called from the game thread, on a GOAL stack.
|
|
*/
|
|
void gl_send_chain(const void* data, u32 offset) {
|
|
if (g_gfx_data) {
|
|
std::unique_lock<std::mutex> 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.
|
|
|
|
g_gfx_data->dma_copier.set_input_data(data, offset, run_dma_copy);
|
|
|
|
g_gfx_data->has_data_to_render = true;
|
|
g_gfx_data->dma_cv.notify_all();
|
|
}
|
|
}
|
|
|
|
void gl_texture_upload_now(const u8* tpage, int mode, u32 s7_ptr) {
|
|
// block
|
|
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);
|
|
}
|
|
}
|
|
|
|
void gl_texture_relocate(u32 destination, u32 source, u32 format) {
|
|
if (g_gfx_data) {
|
|
g_gfx_data->texture_pool->relocate(destination, source, format);
|
|
}
|
|
}
|
|
|
|
void gl_poll_events() {
|
|
glfwPollEvents();
|
|
}
|
|
|
|
void gl_set_levels(const std::vector<std::string>& levels) {
|
|
g_gfx_data->loader->set_want_levels(levels);
|
|
}
|
|
|
|
void gl_set_pmode_alp(float val) {
|
|
g_gfx_data->pmode_alp = val;
|
|
}
|
|
|
|
const GfxRendererModule moduleOpenGL = {
|
|
gl_init, // init
|
|
gl_make_main_display, // make_main_display
|
|
gl_kill_display, // kill_display
|
|
gl_render_display, // render_display
|
|
gl_display_position, // display_position
|
|
gl_display_size, // display_size
|
|
gl_display_set_size, // display_set_size
|
|
gl_display_scale, // display_scale
|
|
gl_set_fullscreen, // set_fullscreen
|
|
gl_screen_size, // screen_size
|
|
gl_exit, // exit
|
|
gl_vsync, // vsync
|
|
gl_sync_path, // sync_path
|
|
gl_send_chain, // send_chain
|
|
gl_texture_upload_now, // texture_upload_now
|
|
gl_texture_relocate, // texture_relocate
|
|
gl_poll_events, // poll_events
|
|
gl_set_levels, // set_levels
|
|
gl_set_pmode_alp, // set_pmode_alp
|
|
GfxPipeline::OpenGL, // pipeline
|
|
"OpenGL 4.3" // name
|
|
};
|