Protect savestates while the threaded software renderer is running (#1864)

* First crack at ensuring the render thread doesn't touch GPU state while it's being serialized

* Get rid of the semaphore wait

* Add some extra fields into GPU3D's serialization

* Oops, TempVertexBuffer is already serialized

* Move vertex serialization into its own method

* Lock the GPU3D state when rendering on the render thread or serializing it

* Revert "Lock the GPU3D state when rendering on the render thread or serializing it"

This reverts commit 2f49a551c1.

* Add comments that describe the synchronization within GPU3D_Soft

- I need to understand it before I can solve my actual problem
- Now I do

* Revert "Revert "Lock the GPU3D state when rendering on the render thread or serializing it""

This reverts commit 1977566a6d.

* Let's try locking the GPU3D state throughout NDS::RunFrame

- Just to see what happens

* Slim down the lock's scope

* Narrow the lock's scope some more

* Remove the lock entirely

* Try protecting the GPU3D state with just a mutex

- I'll clean this up once I know it works

* Remove a duplicate method definition

* Add a missing `noexcept` specifier

* Remove an unused function

* Cut some non-hardware state from `GPU3D`'s savestate

* Assume that the next frame after loading a savestate won't be identical

* Actually, it _is_ worth it

* Don't serialize the clip matrix

- It's recalculated anyway

* Serialize `RenderPolygonRAM` as an array of indexes

* Clean up some comments

- I liked the dialogue style, but oh well

* Try restarting the render thread instead of using the lock

- Let's see what happens

* Put the lock back

* Fix some polygon and vertex indexes being saved incorrectly

- Taking the difference between two pointers results in the number of elements, not the number of bytes

* Remove `SoftRenderer::StateBusy` since it turns out we don't need it

- The real synchronization was the friends we made along the way
This commit is contained in:
Jesse Talavera
2024-01-07 17:39:43 -05:00
committed by GitHub
parent f68f55d002
commit 8143f54956
5 changed files with 128 additions and 53 deletions

View File

@ -42,8 +42,10 @@ public:
u32* GetLine(int line) override;
void SetupRenderThread(GPU& gpu);
void EnableRenderThread();
void StopRenderThread();
private:
friend void GPU3D::DoSavestate(Savestate* file) noexcept;
// Notes on the interpolator:
//
// This is a theory on how the DS hardware interpolates values. It matches hardware output
@ -506,8 +508,15 @@ private:
Platform::Thread* RenderThread;
std::atomic_bool RenderThreadRunning;
std::atomic_bool RenderThreadRendering;
// Used by the main thread to tell the render thread to start rendering a frame
Platform::Semaphore* Sema_RenderStart;
// Used by the render thread to tell the main thread that it's done rendering a frame
Platform::Semaphore* Sema_RenderDone;
// Used to allow the main thread to read some scanlines
// before (the 3D portion of) the entire frame is rasterized.
Platform::Semaphore* Sema_ScanlineCount;
};
}