Remove ScopedGlContext (#933)

As MakeCurrent can be slow to execute, this PR changes GLRenderer to not
have to reexecute MakeCurrent when processing frames.
This commit is contained in:
Thog 2020-02-14 11:52:34 +01:00 committed by GitHub
parent 949bb81a9e
commit dbe3f938c7
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2 changed files with 34 additions and 76 deletions

View File

@ -84,7 +84,7 @@ namespace Ryujinx.Ui
private void GLRenderer_ShuttingDown(object sender, EventArgs args)
{
Exit();
_device.DisposeGpu();
}
private void Parent_FocusOutEvent(object o, Gtk.FocusOutEventArgs args)
@ -146,7 +146,7 @@ namespace Ryujinx.Ui
private void GLRenderer_Initialized(object sender, EventArgs e)
{
// Release the GL exclusivity that OpenTK gave us.
// Release the GL exclusivity that OpenTK gave us as we aren't going to use it in GTK Thread.
GraphicsContext.MakeCurrent(null);
WaitEvent.Set();
@ -234,14 +234,7 @@ namespace Ryujinx.Ui
}
IsStopped = true;
IsActive = false;
using (ScopedGlContext scopedGLContext = new ScopedGlContext(WindowInfo, GraphicsContext))
{
_device.DisposeGpu();
}
WaitEvent.Set();
IsActive = false;
}
public void Initialize()
@ -256,12 +249,15 @@ namespace Ryujinx.Ui
public void Render()
{
using (ScopedGlContext scopedGLContext = new ScopedGlContext(WindowInfo, GraphicsContext))
{
_renderer.Initialize();
// First take exclusivity on the OpenGL context.
GraphicsContext.MakeCurrent(WindowInfo);
SwapBuffers();
}
_renderer.Initialize();
// Make sure the first frame is not transparent.
GL.ClearColor(OpenTK.Color.Black);
GL.Clear(ClearBufferMask.ColorBufferBit);
SwapBuffers();
while (IsActive)
{
@ -270,43 +266,40 @@ namespace Ryujinx.Ui
return;
}
using (ScopedGlContext scopedGLContext = new ScopedGlContext(WindowInfo, GraphicsContext))
_ticks += _chrono.ElapsedTicks;
_chrono.Restart();
if (_device.WaitFifo())
{
_ticks += _chrono.ElapsedTicks;
_device.ProcessFrame();
}
_chrono.Restart();
if (_ticks >= _ticksPerFrame)
{
_device.PresentFrame(SwapBuffers);
if (_device.WaitFifo())
{
_device.ProcessFrame();
}
_device.Statistics.RecordSystemFrameTime();
if (_ticks >= _ticksPerFrame)
{
_device.PresentFrame(SwapBuffers);
double hostFps = _device.Statistics.GetSystemFrameRate();
double gameFps = _device.Statistics.GetGameFrameRate();
_device.Statistics.RecordSystemFrameTime();
string titleNameSection = string.IsNullOrWhiteSpace(_device.System.TitleName) ? string.Empty
: " | " + _device.System.TitleName;
double hostFps = _device.Statistics.GetSystemFrameRate();
double gameFps = _device.Statistics.GetGameFrameRate();
string titleIdSection = string.IsNullOrWhiteSpace(_device.System.TitleIdText) ? string.Empty
: " | " + _device.System.TitleIdText.ToUpper();
string titleNameSection = string.IsNullOrWhiteSpace(_device.System.TitleName) ? string.Empty
: " | " + _device.System.TitleName;
_newTitle = $"Ryujinx {Program.Version}{titleNameSection}{titleIdSection} | Host FPS: {hostFps:0.0} | Game FPS: {gameFps:0.0} | " +
$"Game Vsync: {(_device.EnableDeviceVsync ? "On" : "Off")}";
string titleIdSection = string.IsNullOrWhiteSpace(_device.System.TitleIdText) ? string.Empty
: " | " + _device.System.TitleIdText.ToUpper();
_titleEvent = true;
_newTitle = $"Ryujinx {Program.Version}{titleNameSection}{titleIdSection} | Host FPS: {hostFps:0.0} | Game FPS: {gameFps:0.0} | " +
$"Game Vsync: {(_device.EnableDeviceVsync ? "On" : "Off")}";
_device.System.SignalVsync();
_titleEvent = true;
_device.VsyncEvent.Set();
_device.System.SignalVsync();
_device.VsyncEvent.Set();
_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
}
_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
}
}
}

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@ -1,35 +0,0 @@
using OpenTK.Graphics;
using OpenTK.Platform;
using System;
using System.Threading;
namespace Ryujinx.Ui
{
class ScopedGlContext : IDisposable
{
private IGraphicsContext _graphicsContext;
private static readonly object _lock = new object();
public ScopedGlContext(IWindowInfo windowInfo, IGraphicsContext graphicsContext)
{
_graphicsContext = graphicsContext;
Monitor.Enter(_lock);
MakeCurrent(windowInfo);
}
private void MakeCurrent(IWindowInfo windowInfo)
{
_graphicsContext.MakeCurrent(windowInfo);
}
public void Dispose()
{
MakeCurrent(null);
Monitor.Exit(_lock);
}
}
}