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c765eb86 JW |
1 | /************************************************************************** |
2 | * Copyright (C) 2020 The RetroArch Team * | |
3 | * * | |
4 | * This program is free software; you can redistribute it and/or modify * | |
5 | * it under the terms of the GNU General Public License as published by * | |
6 | * the Free Software Foundation; either version 2 of the License, or * | |
7 | * (at your option) any later version. * | |
8 | * * | |
9 | * This program is distributed in the hope that it will be useful, * | |
10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of * | |
11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * | |
12 | * GNU General Public License for more details. * | |
13 | * * | |
14 | * You should have received a copy of the GNU General Public License * | |
15 | * along with this program; if not, write to the * | |
16 | * Free Software Foundation, Inc., * | |
17 | * 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. * | |
18 | ***************************************************************************/ | |
19 | ||
20 | #include <stdlib.h> | |
a903b131 | 21 | #include <stdio.h> |
c765eb86 JW |
22 | #include <string.h> |
23 | #include <pthread.h> | |
24 | #include "../gpulib/gpu.h" | |
25 | #include "../../frontend/plugin_lib.h" | |
26 | #include "gpulib_thread_if.h" | |
27 | ||
a903b131 JW |
28 | #define FALSE 0 |
29 | #define TRUE 1 | |
30 | #define BOOL unsigned short | |
31 | ||
c765eb86 JW |
32 | typedef struct { |
33 | uint32_t *cmd_list; | |
34 | int count; | |
35 | int last_cmd; | |
36 | } video_thread_cmd; | |
37 | ||
38 | #define QUEUE_SIZE 0x2000 | |
39 | ||
40 | typedef struct { | |
41 | size_t start; | |
42 | size_t end; | |
43 | size_t used; | |
44 | video_thread_cmd queue[QUEUE_SIZE]; | |
45 | } video_thread_queue; | |
46 | ||
47 | typedef struct { | |
48 | pthread_t thread; | |
49 | pthread_mutex_t queue_lock; | |
50 | pthread_cond_t cond_msg_avail; | |
51 | pthread_cond_t cond_msg_done; | |
52 | pthread_cond_t cond_queue_empty; | |
53 | video_thread_queue *queue; | |
54 | video_thread_queue *bg_queue; | |
a903b131 | 55 | BOOL running; |
c765eb86 JW |
56 | } video_thread_state; |
57 | ||
58 | static video_thread_state thread; | |
59 | static video_thread_queue queues[2]; | |
60 | static int thread_rendering; | |
a903b131 JW |
61 | static BOOL hold_cmds; |
62 | static BOOL needs_display; | |
847f57a0 | 63 | static BOOL flushed; |
c765eb86 JW |
64 | |
65 | extern const unsigned char cmd_lengths[]; | |
66 | ||
67 | static void *video_thread_main(void *arg) { | |
68 | video_thread_state *thread = (video_thread_state *)arg; | |
69 | video_thread_cmd *cmd; | |
70 | int i; | |
a903b131 JW |
71 | |
72 | #ifdef _3DS | |
c765eb86 | 73 | static int processed = 0; |
a903b131 | 74 | #endif /* _3DS */ |
c765eb86 JW |
75 | |
76 | while(1) { | |
77 | int result, last_cmd, start, end; | |
78 | video_thread_queue *queue; | |
79 | pthread_mutex_lock(&thread->queue_lock); | |
80 | ||
81 | while (!thread->queue->used && thread->running) { | |
82 | pthread_cond_wait(&thread->cond_msg_avail, &thread->queue_lock); | |
83 | } | |
84 | ||
85 | if (!thread->running) { | |
86 | pthread_mutex_unlock(&thread->queue_lock); | |
87 | break; | |
88 | } | |
89 | ||
90 | queue = thread->queue; | |
91 | start = queue->start; | |
92 | end = queue->end > queue->start ? queue->end : QUEUE_SIZE; | |
93 | queue->start = end % QUEUE_SIZE; | |
94 | pthread_mutex_unlock(&thread->queue_lock); | |
95 | ||
96 | for (i = start; i < end; i++) { | |
97 | cmd = &queue->queue[i]; | |
98 | result = real_do_cmd_list(cmd->cmd_list, cmd->count, &last_cmd); | |
99 | ||
100 | if (result != cmd->count) { | |
101 | fprintf(stderr, "Processed wrong cmd count: expected %d, got %d\n", cmd->count, result); | |
102 | } | |
103 | ||
104 | #ifdef _3DS | |
105 | /* Periodically yield so as not to starve other threads */ | |
106 | processed += cmd->count; | |
107 | if (processed >= 512) { | |
108 | svcSleepThread(1); | |
109 | processed %= 512; | |
110 | } | |
a903b131 | 111 | #endif /* _3DS */ |
c765eb86 JW |
112 | } |
113 | ||
114 | pthread_mutex_lock(&thread->queue_lock); | |
115 | queue->used -= (end - start); | |
116 | ||
117 | if (!queue->used) | |
118 | pthread_cond_signal(&thread->cond_queue_empty); | |
119 | ||
120 | pthread_cond_signal(&thread->cond_msg_done); | |
121 | pthread_mutex_unlock(&thread->queue_lock); | |
122 | } | |
123 | ||
124 | return 0; | |
125 | } | |
126 | ||
127 | static void cmd_queue_swap() { | |
128 | video_thread_queue *tmp; | |
129 | if (!thread.bg_queue->used) return; | |
130 | ||
131 | pthread_mutex_lock(&thread.queue_lock); | |
132 | if (!thread.queue->used) { | |
133 | tmp = thread.queue; | |
134 | thread.queue = thread.bg_queue; | |
135 | thread.bg_queue = tmp; | |
c765eb86 JW |
136 | pthread_cond_signal(&thread.cond_msg_avail); |
137 | } | |
138 | pthread_mutex_unlock(&thread.queue_lock); | |
139 | } | |
140 | ||
141 | /* Waits for the main queue to completely finish. */ | |
142 | void renderer_wait() { | |
143 | if (!thread.running) return; | |
144 | ||
145 | /* Not completely safe, but should be fine since the render thread | |
146 | * only decreases used, and we check again inside the lock. */ | |
147 | if (!thread.queue->used) { | |
148 | return; | |
149 | } | |
150 | ||
151 | pthread_mutex_lock(&thread.queue_lock); | |
152 | ||
153 | while (thread.queue->used) { | |
154 | pthread_cond_wait(&thread.cond_queue_empty, &thread.queue_lock); | |
155 | } | |
156 | ||
157 | pthread_mutex_unlock(&thread.queue_lock); | |
158 | } | |
159 | ||
160 | /* Waits for all GPU commands in both queues to finish, bringing VRAM | |
161 | * completely up-to-date. */ | |
162 | void renderer_sync(void) { | |
163 | if (!thread.running) return; | |
164 | ||
165 | /* Not completely safe, but should be fine since the render thread | |
166 | * only decreases used, and we check again inside the lock. */ | |
167 | if (!thread.queue->used && !thread.bg_queue->used) { | |
168 | return; | |
169 | } | |
170 | ||
847f57a0 JW |
171 | if (thread.bg_queue->used) { |
172 | /* When we flush the background queue, the vblank handler can't | |
173 | * know that we had a frame pending, and we delay rendering too | |
174 | * long. Force it. */ | |
175 | flushed = TRUE; | |
176 | } | |
177 | ||
c765eb86 JW |
178 | /* Flush both queues. This is necessary because gpulib could be |
179 | * trying to process a DMA write that a command in the queue should | |
180 | * run beforehand. For example, Xenogears sprites write a black | |
181 | * rectangle over the to-be-DMA'd spot in VRAM -- if this write | |
182 | * happens after the DMA, it will clear the DMA, resulting in | |
183 | * flickering sprites. We need to be totally up-to-date. This may | |
184 | * drop a frame. */ | |
185 | renderer_wait(); | |
186 | cmd_queue_swap(); | |
a903b131 | 187 | hold_cmds = FALSE; |
c765eb86 JW |
188 | renderer_wait(); |
189 | } | |
190 | ||
191 | static void video_thread_stop() { | |
192 | int i; | |
193 | renderer_sync(); | |
194 | ||
195 | if (thread.running) { | |
a903b131 | 196 | thread.running = FALSE; |
c765eb86 JW |
197 | pthread_cond_signal(&thread.cond_msg_avail); |
198 | pthread_join(thread.thread, NULL); | |
199 | } | |
200 | ||
201 | pthread_mutex_destroy(&thread.queue_lock); | |
202 | pthread_cond_destroy(&thread.cond_msg_avail); | |
203 | pthread_cond_destroy(&thread.cond_msg_done); | |
204 | pthread_cond_destroy(&thread.cond_queue_empty); | |
205 | ||
206 | for (i = 0; i < QUEUE_SIZE; i++) { | |
207 | video_thread_cmd *cmd = &thread.queue->queue[i]; | |
208 | free(cmd->cmd_list); | |
209 | cmd->cmd_list = NULL; | |
210 | } | |
211 | ||
212 | for (i = 0; i < QUEUE_SIZE; i++) { | |
213 | video_thread_cmd *cmd = &thread.bg_queue->queue[i]; | |
214 | free(cmd->cmd_list); | |
215 | cmd->cmd_list = NULL; | |
216 | } | |
217 | } | |
218 | ||
219 | static void video_thread_start() { | |
220 | fprintf(stdout, "Starting render thread\n"); | |
221 | ||
222 | if (pthread_cond_init(&thread.cond_msg_avail, NULL) || | |
223 | pthread_cond_init(&thread.cond_msg_done, NULL) || | |
224 | pthread_cond_init(&thread.cond_queue_empty, NULL) || | |
225 | pthread_mutex_init(&thread.queue_lock, NULL) || | |
226 | pthread_create(&thread.thread, NULL, video_thread_main, &thread)) { | |
227 | goto error; | |
228 | } | |
229 | ||
230 | thread.queue = &queues[0]; | |
231 | thread.bg_queue = &queues[1]; | |
232 | ||
a903b131 | 233 | thread.running = TRUE; |
c765eb86 JW |
234 | return; |
235 | ||
236 | error: | |
237 | fprintf(stderr,"Failed to start rendering thread\n"); | |
238 | video_thread_stop(); | |
239 | } | |
240 | ||
241 | static void video_thread_queue_cmd(uint32_t *list, int count, int last_cmd) { | |
242 | video_thread_cmd *cmd; | |
243 | uint32_t *cmd_list; | |
244 | video_thread_queue *queue; | |
a903b131 | 245 | BOOL lock; |
c765eb86 JW |
246 | |
247 | cmd_list = (uint32_t *)calloc(count, sizeof(uint32_t)); | |
248 | ||
249 | if (!cmd_list) { | |
250 | /* Out of memory, disable the thread and run sync from now on */ | |
251 | fprintf(stderr,"Failed to allocate render thread command list, stopping thread\n"); | |
252 | video_thread_stop(); | |
253 | } | |
254 | ||
255 | memcpy(cmd_list, list, count * sizeof(uint32_t)); | |
256 | ||
257 | if (hold_cmds && thread.bg_queue->used >= QUEUE_SIZE) { | |
258 | /* If the bg queue is full, do a full sync to empty both queues | |
259 | * and clear space. This should be very rare, I've only seen it in | |
260 | * Tekken 3 post-battle-replay. */ | |
261 | renderer_sync(); | |
262 | } | |
263 | ||
264 | if (hold_cmds) { | |
265 | queue = thread.bg_queue; | |
a903b131 | 266 | lock = FALSE; |
c765eb86 JW |
267 | } else { |
268 | queue = thread.queue; | |
a903b131 | 269 | lock = TRUE; |
c765eb86 JW |
270 | } |
271 | ||
272 | if (lock) { | |
273 | pthread_mutex_lock(&thread.queue_lock); | |
274 | ||
275 | while (queue->used >= QUEUE_SIZE) { | |
276 | pthread_cond_wait(&thread.cond_msg_done, &thread.queue_lock); | |
277 | } | |
278 | } | |
279 | ||
280 | cmd = &queue->queue[queue->end]; | |
281 | free(cmd->cmd_list); | |
282 | cmd->cmd_list = cmd_list; | |
283 | cmd->count = count; | |
284 | cmd->last_cmd = last_cmd; | |
285 | queue->end = (queue->end + 1) % QUEUE_SIZE; | |
286 | queue->used++; | |
287 | ||
288 | if (lock) { | |
289 | pthread_cond_signal(&thread.cond_msg_avail); | |
290 | pthread_mutex_unlock(&thread.queue_lock); | |
291 | } | |
292 | } | |
293 | ||
294 | /* Slice off just the part of the list that can be handled async, and | |
295 | * update ex_regs. */ | |
296 | static int scan_cmd_list(uint32_t *data, int count, int *last_cmd) | |
297 | { | |
298 | int cmd = 0, pos = 0, len, v; | |
299 | ||
300 | while (pos < count) { | |
301 | uint32_t *list = data + pos; | |
302 | cmd = list[0] >> 24; | |
303 | len = 1 + cmd_lengths[cmd]; | |
304 | ||
305 | switch (cmd) { | |
306 | case 0x02: | |
307 | break; | |
308 | case 0x24 ... 0x27: | |
309 | case 0x2c ... 0x2f: | |
310 | case 0x34 ... 0x37: | |
311 | case 0x3c ... 0x3f: | |
312 | gpu.ex_regs[1] &= ~0x1ff; | |
313 | gpu.ex_regs[1] |= list[4 + ((cmd >> 4) & 1)] & 0x1ff; | |
314 | break; | |
315 | case 0x48 ... 0x4F: | |
316 | for (v = 3; pos + v < count; v++) | |
317 | { | |
318 | if ((list[v] & 0xf000f000) == 0x50005000) | |
319 | break; | |
320 | } | |
321 | len += v - 3; | |
322 | break; | |
323 | case 0x58 ... 0x5F: | |
324 | for (v = 4; pos + v < count; v += 2) | |
325 | { | |
326 | if ((list[v] & 0xf000f000) == 0x50005000) | |
327 | break; | |
328 | } | |
329 | len += v - 4; | |
330 | break; | |
331 | default: | |
332 | if ((cmd & 0xf8) == 0xe0) | |
333 | gpu.ex_regs[cmd & 7] = list[0]; | |
334 | break; | |
335 | } | |
336 | ||
337 | if (pos + len > count) { | |
338 | cmd = -1; | |
339 | break; /* incomplete cmd */ | |
340 | } | |
341 | if (0xa0 <= cmd && cmd <= 0xdf) | |
342 | break; /* image i/o */ | |
343 | ||
344 | pos += len; | |
345 | } | |
346 | ||
347 | *last_cmd = cmd; | |
348 | return pos; | |
349 | } | |
350 | ||
351 | int do_cmd_list(uint32_t *list, int count, int *last_cmd) { | |
352 | int pos = 0; | |
353 | ||
354 | if (thread.running) { | |
355 | pos = scan_cmd_list(list, count, last_cmd); | |
356 | video_thread_queue_cmd(list, pos, *last_cmd); | |
357 | } else { | |
358 | pos = real_do_cmd_list(list, count, last_cmd); | |
359 | memcpy(gpu.ex_regs, gpu.scratch_ex_regs, sizeof(gpu.ex_regs)); | |
360 | } | |
361 | return pos; | |
362 | } | |
363 | ||
364 | int renderer_init(void) { | |
365 | if (thread_rendering) { | |
366 | video_thread_start(); | |
367 | } | |
368 | return real_renderer_init(); | |
369 | } | |
370 | ||
371 | void renderer_finish(void) { | |
372 | real_renderer_finish(); | |
373 | ||
374 | if (thread_rendering && thread.running) { | |
375 | video_thread_stop(); | |
376 | } | |
377 | } | |
378 | ||
379 | void renderer_sync_ecmds(uint32_t * ecmds) { | |
380 | if (thread.running) { | |
381 | int dummy; | |
382 | do_cmd_list(&ecmds[1], 6, &dummy); | |
383 | } else { | |
384 | real_renderer_sync_ecmds(ecmds); | |
385 | } | |
386 | } | |
387 | ||
388 | void renderer_update_caches(int x, int y, int w, int h) { | |
389 | renderer_sync(); | |
390 | real_renderer_update_caches(x, y, w, h); | |
391 | } | |
392 | ||
393 | void renderer_flush_queues(void) { | |
394 | /* Called during DMA and updateLace. We want to sync if it's DMA, | |
395 | * but not if it's updateLace. Instead of syncing here, there's a | |
396 | * renderer_sync call during DMA. */ | |
397 | real_renderer_flush_queues(); | |
398 | } | |
399 | ||
400 | /* | |
401 | * Normally all GPU commands are processed before rendering the | |
402 | * frame. For games that naturally run < 50/60fps, this is unnecessary | |
403 | * -- it forces the game to render as if it was 60fps and leaves the | |
404 | * GPU idle half the time on a 30fps game, for example. | |
405 | * | |
406 | * Allowing the renderer to wait until a frame is done before | |
407 | * rendering it would give it double, triple, or quadruple the amount | |
408 | * of time to finish before we have to wait for it. | |
409 | * | |
410 | * We can use a heuristic to figure out when to force a render. | |
411 | * | |
412 | * - If a frame isn't done when we're asked to render, wait for it and | |
413 | * put future GPU commands in a separate buffer (for the next frame) | |
414 | * | |
415 | * - If the frame is done, and had no future GPU commands, render it. | |
416 | * | |
417 | * - If we do have future GPU commands, it meant the frame took too | |
418 | * long to render and there's another frame waiting. Stop until the | |
419 | * first frame finishes, render it, and start processing the next | |
420 | * one. | |
421 | * | |
422 | * This may possibly add a frame or two of latency that shouldn't be | |
423 | * different than the real device. It may skip rendering a frame | |
424 | * entirely if a VRAM transfer happens while a frame is waiting, or in | |
425 | * games that natively run at 60fps if frames are coming in too | |
426 | * quickly to process. Depending on how the game treats "60fps," this | |
427 | * may not be noticeable. | |
428 | */ | |
429 | void renderer_notify_update_lace(int updated) { | |
430 | if (!thread.running) return; | |
431 | ||
432 | if (thread_rendering == THREAD_RENDERING_SYNC) { | |
433 | renderer_sync(); | |
434 | return; | |
435 | } | |
436 | ||
437 | if (updated) { | |
438 | cmd_queue_swap(); | |
439 | return; | |
440 | } | |
441 | ||
442 | pthread_mutex_lock(&thread.queue_lock); | |
847f57a0 | 443 | if (thread.bg_queue->used || flushed) { |
c765eb86 JW |
444 | /* We have commands for a future frame to run. Force a wait until |
445 | * the current frame is finished, and start processing the next | |
446 | * frame after it's drawn (see the `updated` clause above). */ | |
447 | pthread_mutex_unlock(&thread.queue_lock); | |
448 | renderer_wait(); | |
449 | pthread_mutex_lock(&thread.queue_lock); | |
450 | ||
451 | /* We are no longer holding commands back, so the next frame may | |
452 | * get mixed into the following frame. This is usually fine, but can | |
453 | * result in frameskip-like effects for 60fps games. */ | |
847f57a0 | 454 | flushed = FALSE; |
a903b131 JW |
455 | hold_cmds = FALSE; |
456 | needs_display = TRUE; | |
457 | gpu.state.fb_dirty = TRUE; | |
c765eb86 JW |
458 | } else if (thread.queue->used) { |
459 | /* We are still drawing during a vblank. Cut off the current frame | |
460 | * by sending new commands to the background queue and skip | |
461 | * drawing our partly rendered frame to the display. */ | |
a903b131 JW |
462 | hold_cmds = TRUE; |
463 | needs_display = TRUE; | |
464 | gpu.state.fb_dirty = FALSE; | |
c765eb86 JW |
465 | } else if (needs_display && !thread.queue->used) { |
466 | /* We have processed all commands in the queue, render the | |
467 | * buffer. We know we have something to render, because | |
a903b131 JW |
468 | * needs_display is TRUE. */ |
469 | hold_cmds = FALSE; | |
470 | needs_display = FALSE; | |
471 | gpu.state.fb_dirty = TRUE; | |
c765eb86 JW |
472 | } else { |
473 | /* Everything went normally, so do the normal thing. */ | |
474 | } | |
475 | ||
476 | pthread_mutex_unlock(&thread.queue_lock); | |
477 | } | |
478 | ||
479 | void renderer_set_interlace(int enable, int is_odd) { | |
480 | real_renderer_set_interlace(enable, is_odd); | |
481 | } | |
482 | ||
483 | void renderer_set_config(const struct rearmed_cbs *cbs) { | |
484 | renderer_sync(); | |
485 | thread_rendering = cbs->thread_rendering; | |
486 | if (!thread.running && thread_rendering != THREAD_RENDERING_OFF) { | |
487 | video_thread_start(); | |
488 | } else if (thread.running && thread_rendering == THREAD_RENDERING_OFF) { | |
489 | video_thread_stop(); | |
490 | } | |
491 | real_renderer_set_config(cbs); | |
492 | } | |
493 | ||
494 | void renderer_notify_res_change(void) { | |
495 | renderer_sync(); | |
496 | real_renderer_notify_res_change(); | |
497 | } |