prevent race condition around framebuffers

This commit is contained in:
RSDuck
2021-02-02 15:31:32 +01:00
parent b5e601bb88
commit 40aae154cf
4 changed files with 110 additions and 72 deletions

View File

@ -490,13 +490,18 @@ void EmuThread::run()
// emulate
u32 nlines = NDS::RunFrame();
FrontBufferLock.lock();
#ifdef OGLRENDERER_ENABLED
// this is hacky but this is the easiest way to call
// this function without dealling with a ton of
// macro mess
if (videoRenderer == 1)
epoxy_glFlush();
{
// this is hacky but this is the easiest way to call
// this function without dealling with a ton of
// macro mess
epoxy_glFinish();
}
#endif
FrontBuffer = GPU::FrontBuffer;
FrontBufferLock.unlock();
#ifdef MELONCAP
MelonCap::Update();
@ -824,11 +829,17 @@ void ScreenPanelNative::paintEvent(QPaintEvent* event)
// fill background
painter.fillRect(event->rect(), QColor::fromRgb(0, 0, 0));
int frontbuf = GPU::FrontBuffer;
if (!GPU::Framebuffer[frontbuf][0] || !GPU::Framebuffer[frontbuf][1]) return;
emuThread->FrontBufferLock.lock();
int frontbuf = emuThread->FrontBuffer;
if (!GPU::Framebuffer[frontbuf][0] || !GPU::Framebuffer[frontbuf][1])
{
emuThread->FrontBufferLock.unlock();
return;
}
memcpy(screen[0].scanLine(0), GPU::Framebuffer[frontbuf][0], 256*192*4);
memcpy(screen[1].scanLine(0), GPU::Framebuffer[frontbuf][1], 256*192*4);
emuThread->FrontBufferLock.unlock();
painter.setRenderHint(QPainter::SmoothPixmapTransform, Config::ScreenFilter!=0);
@ -988,53 +999,63 @@ void ScreenPanelGL::paintGL()
glViewport(0, 0, w*factor, h*factor);
screenShader->bind();
screenShader->setUniformValue("uScreenSize", (float)w*factor, (float)h*factor);
int frontbuf = GPU::FrontBuffer;
glActiveTexture(GL_TEXTURE0);
#ifdef OGLRENDERER_ENABLED
if (GPU::Renderer != 0)
if (emuThread)
{
// hardware-accelerated render
GPU::GLCompositor::BindOutputTexture();
}
else
#endif
{
// regular render
glBindTexture(GL_TEXTURE_2D, screenTexture);
screenShader->bind();
if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
screenShader->setUniformValue("uScreenSize", (float)w*factor, (float)h*factor);
emuThread->FrontBufferLock.lock();
int frontbuf = emuThread->FrontBuffer;
glActiveTexture(GL_TEXTURE0);
#ifdef OGLRENDERER_ENABLED
if (GPU::Renderer != 0)
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192+2, 256, 192, GL_RGBA,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
// hardware-accelerated render
GPU::GLCompositor::BindOutputTexture(frontbuf);
}
else
#endif
{
// regular render
glBindTexture(GL_TEXTURE_2D, screenTexture);
if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192+2, 256, 192, GL_RGBA,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
}
}
GLint filter = Config::ScreenFilter ? GL_LINEAR : GL_NEAREST;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glBindBuffer(GL_ARRAY_BUFFER, screenVertexBuffer);
glBindVertexArray(screenVertexArray);
GLint transloc = screenShader->uniformLocation("uTransform");
for (int i = 0; i < numScreens; i++)
{
glUniformMatrix2x3fv(transloc, 1, GL_TRUE, screenMatrix[i]);
glDrawArrays(GL_TRIANGLES, screenKind[i] == 0 ? 0 : 2*3, 2*3);
}
screenShader->release();
}
GLint filter = Config::ScreenFilter ? GL_LINEAR : GL_NEAREST;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glBindBuffer(GL_ARRAY_BUFFER, screenVertexBuffer);
glBindVertexArray(screenVertexArray);
GLint transloc = screenShader->uniformLocation("uTransform");
for (int i = 0; i < numScreens; i++)
{
glUniformMatrix2x3fv(transloc, 1, GL_TRUE, screenMatrix[i]);
glDrawArrays(GL_TRIANGLES, screenKind[i] == 0 ? 0 : 2*3, 2*3);
}
screenShader->release();
OSD::Update(this);
OSD::DrawGL(this, w*factor, h*factor);
if (emuThread)
{
glFinish();
emuThread->FrontBufferLock.unlock();
}
}
void ScreenPanelGL::resizeEvent(QResizeEvent* event)