dolphin/Source/Core/VideoCommon/VideoConfig.cpp
Stenzek edb5f855c2 VideoConfig: Prevent race condition on g_Config when refreshing
There was a race condition between the video thread and the host thread,
if corrections need to be made by VerifyValidity(). Briefly, the config
will contain invalid values. Instead, pause emulation first, which will
flush the video thread, update the config and correct it, then resume
emulation, after which the video thread will detect the config has
changed and act accordingly.
2017-10-10 23:56:33 +10:00

221 lines
8.9 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include "Common/CPUDetect.h"
#include "Common/CommonTypes.h"
#include "Common/StringUtil.h"
#include "Core/Config/GraphicsSettings.h"
#include "Core/Core.h"
#include "Core/Movie.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
VideoConfig g_Config;
VideoConfig g_ActiveConfig;
static bool s_has_registered_callback = false;
void UpdateActiveConfig()
{
if (Movie::IsPlayingInput() && Movie::IsConfigSaved())
Movie::SetGraphicsConfig();
g_ActiveConfig = g_Config;
}
VideoConfig::VideoConfig()
{
// Needed for the first frame, I think
fAspectRatioHackW = 1;
fAspectRatioHackH = 1;
// disable all features by default
backend_info.api_type = APIType::Nothing;
backend_info.MaxTextureSize = 16384;
backend_info.bSupportsExclusiveFullscreen = false;
backend_info.bSupportsMultithreading = false;
backend_info.bSupportsInternalResolutionFrameDumps = false;
backend_info.bSupportsST3CTextures = false;
backend_info.bSupportsBPTCTextures = false;
bEnableValidationLayer = false;
bBackendMultithreading = true;
}
void VideoConfig::Refresh()
{
if (!s_has_registered_callback)
{
// There was a race condition between the video thread and the host thread here, if
// corrections need to be made by VerifyValidity(). Briefly, the config will contain
// invalid values. Instead, pause emulation first, which will flush the video thread,
// update the config and correct it, then resume emulation, after which the video
// thread will detect the config has changed and act accordingly.
Config::AddConfigChangedCallback([]() { Core::RunAsCPUThread([]() { g_Config.Refresh(); }); });
s_has_registered_callback = true;
}
bVSync = Config::Get(Config::GFX_VSYNC);
iAdapter = Config::Get(Config::GFX_ADAPTER);
bWidescreenHack = Config::Get(Config::GFX_WIDESCREEN_HACK);
const int aspect_ratio = Config::Get(Config::GFX_ASPECT_RATIO);
if (aspect_ratio == ASPECT_AUTO)
iAspectRatio = Config::Get(Config::GFX_SUGGESTED_ASPECT_RATIO);
else
iAspectRatio = aspect_ratio;
bCrop = Config::Get(Config::GFX_CROP);
bUseXFB = Config::Get(Config::GFX_USE_XFB);
bUseRealXFB = Config::Get(Config::GFX_USE_REAL_XFB);
iSafeTextureCache_ColorSamples = Config::Get(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES);
bShowFPS = Config::Get(Config::GFX_SHOW_FPS);
bShowNetPlayPing = Config::Get(Config::GFX_SHOW_NETPLAY_PING);
bShowNetPlayMessages = Config::Get(Config::GFX_SHOW_NETPLAY_MESSAGES);
bLogRenderTimeToFile = Config::Get(Config::GFX_LOG_RENDER_TIME_TO_FILE);
bOverlayStats = Config::Get(Config::GFX_OVERLAY_STATS);
bOverlayProjStats = Config::Get(Config::GFX_OVERLAY_PROJ_STATS);
bDumpTextures = Config::Get(Config::GFX_DUMP_TEXTURES);
bHiresTextures = Config::Get(Config::GFX_HIRES_TEXTURES);
bConvertHiresTextures = Config::Get(Config::GFX_CONVERT_HIRES_TEXTURES);
bCacheHiresTextures = Config::Get(Config::GFX_CACHE_HIRES_TEXTURES);
bDumpEFBTarget = Config::Get(Config::GFX_DUMP_EFB_TARGET);
bDumpFramesAsImages = Config::Get(Config::GFX_DUMP_FRAMES_AS_IMAGES);
bFreeLook = Config::Get(Config::GFX_FREE_LOOK);
bUseFFV1 = Config::Get(Config::GFX_USE_FFV1);
sDumpFormat = Config::Get(Config::GFX_DUMP_FORMAT);
sDumpCodec = Config::Get(Config::GFX_DUMP_CODEC);
sDumpPath = Config::Get(Config::GFX_DUMP_PATH);
iBitrateKbps = Config::Get(Config::GFX_BITRATE_KBPS);
bInternalResolutionFrameDumps = Config::Get(Config::GFX_INTERNAL_RESOLUTION_FRAME_DUMPS);
bEnableGPUTextureDecoding = Config::Get(Config::GFX_ENABLE_GPU_TEXTURE_DECODING);
bEnablePixelLighting = Config::Get(Config::GFX_ENABLE_PIXEL_LIGHTING);
bFastDepthCalc = Config::Get(Config::GFX_FAST_DEPTH_CALC);
iMultisamples = Config::Get(Config::GFX_MSAA);
bSSAA = Config::Get(Config::GFX_SSAA);
iEFBScale = Config::Get(Config::GFX_EFB_SCALE);
bTexFmtOverlayEnable = Config::Get(Config::GFX_TEXFMT_OVERLAY_ENABLE);
bTexFmtOverlayCenter = Config::Get(Config::GFX_TEXFMT_OVERLAY_CENTER);
bWireFrame = Config::Get(Config::GFX_ENABLE_WIREFRAME);
bDisableFog = Config::Get(Config::GFX_DISABLE_FOG);
bBorderlessFullscreen = Config::Get(Config::GFX_BORDERLESS_FULLSCREEN);
bEnableValidationLayer = Config::Get(Config::GFX_ENABLE_VALIDATION_LAYER);
bBackendMultithreading = Config::Get(Config::GFX_BACKEND_MULTITHREADING);
iCommandBufferExecuteInterval = Config::Get(Config::GFX_COMMAND_BUFFER_EXECUTE_INTERVAL);
bShaderCache = Config::Get(Config::GFX_SHADER_CACHE);
bBackgroundShaderCompiling = Config::Get(Config::GFX_BACKGROUND_SHADER_COMPILING);
bDisableSpecializedShaders = Config::Get(Config::GFX_DISABLE_SPECIALIZED_SHADERS);
bPrecompileUberShaders = Config::Get(Config::GFX_PRECOMPILE_UBER_SHADERS);
iShaderCompilerThreads = Config::Get(Config::GFX_SHADER_COMPILER_THREADS);
iShaderPrecompilerThreads = Config::Get(Config::GFX_SHADER_PRECOMPILER_THREADS);
bZComploc = Config::Get(Config::GFX_SW_ZCOMPLOC);
bZFreeze = Config::Get(Config::GFX_SW_ZFREEZE);
bDumpObjects = Config::Get(Config::GFX_SW_DUMP_OBJECTS);
bDumpTevStages = Config::Get(Config::GFX_SW_DUMP_TEV_STAGES);
bDumpTevTextureFetches = Config::Get(Config::GFX_SW_DUMP_TEV_TEX_FETCHES);
drawStart = Config::Get(Config::GFX_SW_DRAW_START);
drawEnd = Config::Get(Config::GFX_SW_DRAW_END);
bForceFiltering = Config::Get(Config::GFX_ENHANCE_FORCE_FILTERING);
iMaxAnisotropy = Config::Get(Config::GFX_ENHANCE_MAX_ANISOTROPY);
sPostProcessingShader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
bForceTrueColor = Config::Get(Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
iStereoMode = Config::Get(Config::GFX_STEREO_MODE);
iStereoDepth = Config::Get(Config::GFX_STEREO_DEPTH);
iStereoConvergencePercentage = Config::Get(Config::GFX_STEREO_CONVERGENCE_PERCENTAGE);
bStereoSwapEyes = Config::Get(Config::GFX_STEREO_SWAP_EYES);
iStereoConvergence = Config::Get(Config::GFX_STEREO_CONVERGENCE);
bStereoEFBMonoDepth = Config::Get(Config::GFX_STEREO_EFB_MONO_DEPTH);
iStereoDepthPercentage = Config::Get(Config::GFX_STEREO_DEPTH_PERCENTAGE);
bEFBAccessEnable = Config::Get(Config::GFX_HACK_EFB_ACCESS_ENABLE);
bBBoxEnable = Config::Get(Config::GFX_HACK_BBOX_ENABLE);
bBBoxPreferStencilImplementation =
Config::Get(Config::GFX_HACK_BBOX_PREFER_STENCIL_IMPLEMENTATION);
bForceProgressive = Config::Get(Config::GFX_HACK_FORCE_PROGRESSIVE);
bSkipEFBCopyToRam = Config::Get(Config::GFX_HACK_SKIP_EFB_COPY_TO_RAM);
bCopyEFBScaled = Config::Get(Config::GFX_HACK_COPY_EFB_ENABLED);
bEFBEmulateFormatChanges = Config::Get(Config::GFX_HACK_EFB_EMULATE_FORMAT_CHANGES);
bVertexRounding = Config::Get(Config::GFX_HACK_VERTEX_ROUDING);
phack.m_enable = Config::Get(Config::GFX_PROJECTION_HACK) == 1;
phack.m_sznear = Config::Get(Config::GFX_PROJECTION_HACK_SZNEAR) == 1;
phack.m_szfar = Config::Get(Config::GFX_PROJECTION_HACK_SZFAR) == 1;
phack.m_znear = Config::Get(Config::GFX_PROJECTION_HACK_ZNEAR);
phack.m_zfar = Config::Get(Config::GFX_PROJECTION_HACK_ZFAR);
bPerfQueriesEnable = Config::Get(Config::GFX_PERF_QUERIES_ENABLE);
VerifyValidity();
}
void VideoConfig::VerifyValidity()
{
// TODO: Check iMaxAnisotropy value
if (iAdapter < 0 || iAdapter > ((int)backend_info.Adapters.size() - 1))
iAdapter = 0;
if (std::find(backend_info.AAModes.begin(), backend_info.AAModes.end(), iMultisamples) ==
backend_info.AAModes.end())
iMultisamples = 1;
if (iStereoMode > 0)
{
if (!backend_info.bSupportsGeometryShaders)
{
OSD::AddMessage(
"Stereoscopic 3D isn't supported by your GPU, support for OpenGL 3.2 is required.",
10000);
iStereoMode = 0;
}
if (bUseXFB && bUseRealXFB)
{
OSD::AddMessage("Stereoscopic 3D isn't supported with Real XFB, turning off stereoscopy.",
10000);
iStereoMode = 0;
}
}
}
bool VideoConfig::IsVSync()
{
return bVSync && !Core::GetIsThrottlerTempDisabled();
}
static u32 GetNumAutoShaderCompilerThreads()
{
// Automatic number. We use clamp(cpus - 3, 1, 4).
return static_cast<u32>(std::min(std::max(cpu_info.num_cores - 3, 1), 4));
}
u32 VideoConfig::GetShaderCompilerThreads() const
{
if (iShaderCompilerThreads >= 0)
return static_cast<u32>(iShaderCompilerThreads);
else
return GetNumAutoShaderCompilerThreads();
}
u32 VideoConfig::GetShaderPrecompilerThreads() const
{
if (iShaderPrecompilerThreads >= 0)
return static_cast<u32>(iShaderPrecompilerThreads);
else
return GetNumAutoShaderCompilerThreads();
}
bool VideoConfig::CanPrecompileUberShaders() const
{
// We don't want to precompile ubershaders if they're never going to be used.
return bPrecompileUberShaders && (bBackgroundShaderCompiling || bDisableSpecializedShaders);
}
bool VideoConfig::CanBackgroundCompileShaders() const
{
// We require precompiled ubershaders to background compile shaders.
return bBackgroundShaderCompiling && bPrecompileUberShaders;
}