| 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> |
| 21 | #include <stdio.h> |
| 22 | #include <string.h> |
| 23 | #include <pthread.h> |
| 24 | #include "../gpulib/gpu.h" |
| 25 | #include "../../frontend/plugin_lib.h" |
| 26 | #include "gpu.h" |
| 27 | #include "gpu_timing.h" |
| 28 | #include "gpulib_thread_if.h" |
| 29 | |
| 30 | #define FALSE 0 |
| 31 | #define TRUE 1 |
| 32 | #define BOOL unsigned short |
| 33 | |
| 34 | typedef struct { |
| 35 | uint32_t *cmd_list; |
| 36 | int count; |
| 37 | int last_cmd; |
| 38 | } video_thread_cmd; |
| 39 | |
| 40 | #define QUEUE_SIZE 0x2000 |
| 41 | |
| 42 | typedef struct { |
| 43 | size_t start; |
| 44 | size_t end; |
| 45 | size_t used; |
| 46 | video_thread_cmd queue[QUEUE_SIZE]; |
| 47 | } video_thread_queue; |
| 48 | |
| 49 | typedef struct { |
| 50 | pthread_t thread; |
| 51 | pthread_mutex_t queue_lock; |
| 52 | pthread_cond_t cond_msg_avail; |
| 53 | pthread_cond_t cond_msg_done; |
| 54 | pthread_cond_t cond_queue_empty; |
| 55 | video_thread_queue *queue; |
| 56 | video_thread_queue *bg_queue; |
| 57 | BOOL running; |
| 58 | } video_thread_state; |
| 59 | |
| 60 | static video_thread_state thread; |
| 61 | static video_thread_queue queues[2]; |
| 62 | static int thread_rendering; |
| 63 | static BOOL hold_cmds; |
| 64 | static BOOL needs_display; |
| 65 | static BOOL flushed; |
| 66 | |
| 67 | extern const unsigned char cmd_lengths[]; |
| 68 | |
| 69 | static void *video_thread_main(void *arg) { |
| 70 | video_thread_state *thread = (video_thread_state *)arg; |
| 71 | video_thread_cmd *cmd; |
| 72 | int i; |
| 73 | |
| 74 | #ifdef _3DS |
| 75 | static int processed = 0; |
| 76 | #endif /* _3DS */ |
| 77 | |
| 78 | while(1) { |
| 79 | int result, cycles_dummy = 0, last_cmd, start, end; |
| 80 | video_thread_queue *queue; |
| 81 | pthread_mutex_lock(&thread->queue_lock); |
| 82 | |
| 83 | while (!thread->queue->used && thread->running) { |
| 84 | pthread_cond_wait(&thread->cond_msg_avail, &thread->queue_lock); |
| 85 | } |
| 86 | |
| 87 | if (!thread->running) { |
| 88 | pthread_mutex_unlock(&thread->queue_lock); |
| 89 | break; |
| 90 | } |
| 91 | |
| 92 | queue = thread->queue; |
| 93 | start = queue->start; |
| 94 | end = queue->end > queue->start ? queue->end : QUEUE_SIZE; |
| 95 | queue->start = end % QUEUE_SIZE; |
| 96 | pthread_mutex_unlock(&thread->queue_lock); |
| 97 | |
| 98 | for (i = start; i < end; i++) { |
| 99 | cmd = &queue->queue[i]; |
| 100 | result = real_do_cmd_list(cmd->cmd_list, cmd->count, |
| 101 | &cycles_dummy, &cycles_dummy, &last_cmd); |
| 102 | if (result != cmd->count) { |
| 103 | fprintf(stderr, "Processed wrong cmd count: expected %d, got %d\n", cmd->count, result); |
| 104 | } |
| 105 | |
| 106 | #ifdef _3DS |
| 107 | /* Periodically yield so as not to starve other threads */ |
| 108 | processed += cmd->count; |
| 109 | if (processed >= 512) { |
| 110 | svcSleepThread(1); |
| 111 | processed %= 512; |
| 112 | } |
| 113 | #endif /* _3DS */ |
| 114 | } |
| 115 | |
| 116 | pthread_mutex_lock(&thread->queue_lock); |
| 117 | queue->used -= (end - start); |
| 118 | |
| 119 | if (!queue->used) |
| 120 | pthread_cond_signal(&thread->cond_queue_empty); |
| 121 | |
| 122 | pthread_cond_signal(&thread->cond_msg_done); |
| 123 | pthread_mutex_unlock(&thread->queue_lock); |
| 124 | } |
| 125 | |
| 126 | return 0; |
| 127 | } |
| 128 | |
| 129 | static void cmd_queue_swap() { |
| 130 | video_thread_queue *tmp; |
| 131 | if (!thread.bg_queue->used) return; |
| 132 | |
| 133 | pthread_mutex_lock(&thread.queue_lock); |
| 134 | if (!thread.queue->used) { |
| 135 | tmp = thread.queue; |
| 136 | thread.queue = thread.bg_queue; |
| 137 | thread.bg_queue = tmp; |
| 138 | pthread_cond_signal(&thread.cond_msg_avail); |
| 139 | } |
| 140 | pthread_mutex_unlock(&thread.queue_lock); |
| 141 | } |
| 142 | |
| 143 | /* Waits for the main queue to completely finish. */ |
| 144 | void renderer_wait() { |
| 145 | if (!thread.running) return; |
| 146 | |
| 147 | /* Not completely safe, but should be fine since the render thread |
| 148 | * only decreases used, and we check again inside the lock. */ |
| 149 | if (!thread.queue->used) { |
| 150 | return; |
| 151 | } |
| 152 | |
| 153 | pthread_mutex_lock(&thread.queue_lock); |
| 154 | |
| 155 | while (thread.queue->used) { |
| 156 | pthread_cond_wait(&thread.cond_queue_empty, &thread.queue_lock); |
| 157 | } |
| 158 | |
| 159 | pthread_mutex_unlock(&thread.queue_lock); |
| 160 | } |
| 161 | |
| 162 | /* Waits for all GPU commands in both queues to finish, bringing VRAM |
| 163 | * completely up-to-date. */ |
| 164 | void renderer_sync(void) { |
| 165 | if (!thread.running) return; |
| 166 | |
| 167 | /* Not completely safe, but should be fine since the render thread |
| 168 | * only decreases used, and we check again inside the lock. */ |
| 169 | if (!thread.queue->used && !thread.bg_queue->used) { |
| 170 | return; |
| 171 | } |
| 172 | |
| 173 | if (thread.bg_queue->used) { |
| 174 | /* When we flush the background queue, the vblank handler can't |
| 175 | * know that we had a frame pending, and we delay rendering too |
| 176 | * long. Force it. */ |
| 177 | flushed = TRUE; |
| 178 | } |
| 179 | |
| 180 | /* Flush both queues. This is necessary because gpulib could be |
| 181 | * trying to process a DMA write that a command in the queue should |
| 182 | * run beforehand. For example, Xenogears sprites write a black |
| 183 | * rectangle over the to-be-DMA'd spot in VRAM -- if this write |
| 184 | * happens after the DMA, it will clear the DMA, resulting in |
| 185 | * flickering sprites. We need to be totally up-to-date. This may |
| 186 | * drop a frame. */ |
| 187 | renderer_wait(); |
| 188 | cmd_queue_swap(); |
| 189 | hold_cmds = FALSE; |
| 190 | renderer_wait(); |
| 191 | } |
| 192 | |
| 193 | static void video_thread_stop() { |
| 194 | int i; |
| 195 | renderer_sync(); |
| 196 | |
| 197 | if (thread.running) { |
| 198 | thread.running = FALSE; |
| 199 | pthread_cond_signal(&thread.cond_msg_avail); |
| 200 | pthread_join(thread.thread, NULL); |
| 201 | } |
| 202 | |
| 203 | pthread_mutex_destroy(&thread.queue_lock); |
| 204 | pthread_cond_destroy(&thread.cond_msg_avail); |
| 205 | pthread_cond_destroy(&thread.cond_msg_done); |
| 206 | pthread_cond_destroy(&thread.cond_queue_empty); |
| 207 | |
| 208 | for (i = 0; i < QUEUE_SIZE; i++) { |
| 209 | video_thread_cmd *cmd = &thread.queue->queue[i]; |
| 210 | free(cmd->cmd_list); |
| 211 | cmd->cmd_list = NULL; |
| 212 | } |
| 213 | |
| 214 | for (i = 0; i < QUEUE_SIZE; i++) { |
| 215 | video_thread_cmd *cmd = &thread.bg_queue->queue[i]; |
| 216 | free(cmd->cmd_list); |
| 217 | cmd->cmd_list = NULL; |
| 218 | } |
| 219 | } |
| 220 | |
| 221 | static void video_thread_start() { |
| 222 | fprintf(stdout, "Starting render thread\n"); |
| 223 | |
| 224 | if (pthread_cond_init(&thread.cond_msg_avail, NULL) || |
| 225 | pthread_cond_init(&thread.cond_msg_done, NULL) || |
| 226 | pthread_cond_init(&thread.cond_queue_empty, NULL) || |
| 227 | pthread_mutex_init(&thread.queue_lock, NULL) || |
| 228 | pthread_create(&thread.thread, NULL, video_thread_main, &thread)) { |
| 229 | goto error; |
| 230 | } |
| 231 | |
| 232 | thread.queue = &queues[0]; |
| 233 | thread.bg_queue = &queues[1]; |
| 234 | |
| 235 | thread.running = TRUE; |
| 236 | return; |
| 237 | |
| 238 | error: |
| 239 | fprintf(stderr,"Failed to start rendering thread\n"); |
| 240 | video_thread_stop(); |
| 241 | } |
| 242 | |
| 243 | static void video_thread_queue_cmd(uint32_t *list, int count, int last_cmd) { |
| 244 | video_thread_cmd *cmd; |
| 245 | uint32_t *cmd_list; |
| 246 | video_thread_queue *queue; |
| 247 | BOOL lock; |
| 248 | |
| 249 | cmd_list = (uint32_t *)calloc(count, sizeof(uint32_t)); |
| 250 | |
| 251 | if (!cmd_list) { |
| 252 | /* Out of memory, disable the thread and run sync from now on */ |
| 253 | fprintf(stderr,"Failed to allocate render thread command list, stopping thread\n"); |
| 254 | video_thread_stop(); |
| 255 | } |
| 256 | |
| 257 | memcpy(cmd_list, list, count * sizeof(uint32_t)); |
| 258 | |
| 259 | if (hold_cmds && thread.bg_queue->used >= QUEUE_SIZE) { |
| 260 | /* If the bg queue is full, do a full sync to empty both queues |
| 261 | * and clear space. This should be very rare, I've only seen it in |
| 262 | * Tekken 3 post-battle-replay. */ |
| 263 | renderer_sync(); |
| 264 | } |
| 265 | |
| 266 | if (hold_cmds) { |
| 267 | queue = thread.bg_queue; |
| 268 | lock = FALSE; |
| 269 | } else { |
| 270 | queue = thread.queue; |
| 271 | lock = TRUE; |
| 272 | } |
| 273 | |
| 274 | if (lock) { |
| 275 | pthread_mutex_lock(&thread.queue_lock); |
| 276 | |
| 277 | while (queue->used >= QUEUE_SIZE) { |
| 278 | pthread_cond_wait(&thread.cond_msg_done, &thread.queue_lock); |
| 279 | } |
| 280 | } |
| 281 | |
| 282 | cmd = &queue->queue[queue->end]; |
| 283 | free(cmd->cmd_list); |
| 284 | cmd->cmd_list = cmd_list; |
| 285 | cmd->count = count; |
| 286 | cmd->last_cmd = last_cmd; |
| 287 | queue->end = (queue->end + 1) % QUEUE_SIZE; |
| 288 | queue->used++; |
| 289 | |
| 290 | if (lock) { |
| 291 | pthread_cond_signal(&thread.cond_msg_avail); |
| 292 | pthread_mutex_unlock(&thread.queue_lock); |
| 293 | } |
| 294 | } |
| 295 | |
| 296 | /* Slice off just the part of the list that can be handled async, and |
| 297 | * update ex_regs. */ |
| 298 | static int scan_cmd_list(uint32_t *data, int count, |
| 299 | int *cycles_sum_out, int *cycles_last, int *last_cmd) |
| 300 | { |
| 301 | int cpu_cycles_sum = 0, cpu_cycles = *cycles_last; |
| 302 | int cmd = 0, pos = 0, len, v; |
| 303 | |
| 304 | while (pos < count) { |
| 305 | uint32_t *list = data + pos; |
| 306 | short *slist = (void *)list; |
| 307 | cmd = LE32TOH(list[0]) >> 24; |
| 308 | len = 1 + cmd_lengths[cmd]; |
| 309 | |
| 310 | switch (cmd) { |
| 311 | case 0x02: |
| 312 | gput_sum(cpu_cycles_sum, cpu_cycles, |
| 313 | gput_fill(LE16TOH(slist[4]) & 0x3ff, |
| 314 | LE16TOH(slist[5]) & 0x1ff)); |
| 315 | break; |
| 316 | case 0x20 ... 0x23: |
| 317 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_poly_base()); |
| 318 | break; |
| 319 | case 0x24 ... 0x27: |
| 320 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_poly_base_t()); |
| 321 | gpu.ex_regs[1] &= ~0x1ff; |
| 322 | gpu.ex_regs[1] |= LE32TOH(list[4]) & 0x1ff; |
| 323 | break; |
| 324 | case 0x28 ... 0x2b: |
| 325 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_quad_base()); |
| 326 | break; |
| 327 | case 0x2c ... 0x2f: |
| 328 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_quad_base_t()); |
| 329 | gpu.ex_regs[1] &= ~0x1ff; |
| 330 | gpu.ex_regs[1] |= LE32TOH(list[4]) & 0x1ff; |
| 331 | break; |
| 332 | case 0x30 ... 0x33: |
| 333 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_poly_base_g()); |
| 334 | break; |
| 335 | case 0x34 ... 0x37: |
| 336 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_poly_base_gt()); |
| 337 | gpu.ex_regs[1] &= ~0x1ff; |
| 338 | gpu.ex_regs[1] |= LE32TOH(list[5]) & 0x1ff; |
| 339 | break; |
| 340 | case 0x38 ... 0x3b: |
| 341 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_quad_base_g()); |
| 342 | break; |
| 343 | case 0x3c ... 0x3f: |
| 344 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_quad_base_gt()); |
| 345 | gpu.ex_regs[1] &= ~0x1ff; |
| 346 | gpu.ex_regs[1] |= LE32TOH(list[5]) & 0x1ff; |
| 347 | break; |
| 348 | case 0x40 ... 0x47: |
| 349 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_line(0)); |
| 350 | break; |
| 351 | case 0x48 ... 0x4F: |
| 352 | for (v = 3; pos + v < count; v++) |
| 353 | { |
| 354 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_line(0)); |
| 355 | if ((list[v] & 0xf000f000) == 0x50005000) |
| 356 | break; |
| 357 | } |
| 358 | len += v - 3; |
| 359 | break; |
| 360 | case 0x50 ... 0x57: |
| 361 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_line(0)); |
| 362 | break; |
| 363 | case 0x58 ... 0x5F: |
| 364 | for (v = 4; pos + v < count; v += 2) |
| 365 | { |
| 366 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_line(0)); |
| 367 | if ((list[v] & 0xf000f000) == 0x50005000) |
| 368 | break; |
| 369 | } |
| 370 | len += v - 4; |
| 371 | break; |
| 372 | case 0x60 ... 0x63: |
| 373 | gput_sum(cpu_cycles_sum, cpu_cycles, |
| 374 | gput_sprite(LE16TOH(slist[4]) & 0x3ff, |
| 375 | LE16TOH(slist[5]) & 0x1ff)); |
| 376 | break; |
| 377 | case 0x64 ... 0x67: |
| 378 | gput_sum(cpu_cycles_sum, cpu_cycles, |
| 379 | gput_sprite(LE16TOH(slist[6]) & 0x3ff, |
| 380 | LE16TOH(slist[7]) & 0x1ff)); |
| 381 | break; |
| 382 | case 0x68 ... 0x6b: |
| 383 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_sprite(1, 1)); |
| 384 | break; |
| 385 | case 0x70 ... 0x77: |
| 386 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_sprite(8, 8)); |
| 387 | break; |
| 388 | case 0x78 ... 0x7f: |
| 389 | gput_sum(cpu_cycles_sum, cpu_cycles, gput_sprite(16, 16)); |
| 390 | break; |
| 391 | default: |
| 392 | if ((cmd & 0xf8) == 0xe0) |
| 393 | gpu.ex_regs[cmd & 7] = list[0]; |
| 394 | break; |
| 395 | } |
| 396 | |
| 397 | if (pos + len > count) { |
| 398 | cmd = -1; |
| 399 | break; /* incomplete cmd */ |
| 400 | } |
| 401 | if (0x80 <= cmd && cmd <= 0xdf) |
| 402 | break; /* image i/o */ |
| 403 | |
| 404 | pos += len; |
| 405 | } |
| 406 | |
| 407 | *cycles_sum_out += cpu_cycles_sum; |
| 408 | *cycles_last = cpu_cycles; |
| 409 | *last_cmd = cmd; |
| 410 | return pos; |
| 411 | } |
| 412 | |
| 413 | int do_cmd_list(uint32_t *list, int count, |
| 414 | int *cycles_sum, int *cycles_last, int *last_cmd) |
| 415 | { |
| 416 | int pos = 0; |
| 417 | |
| 418 | if (thread.running) { |
| 419 | pos = scan_cmd_list(list, count, cycles_sum, cycles_last, last_cmd); |
| 420 | video_thread_queue_cmd(list, pos, *last_cmd); |
| 421 | } else { |
| 422 | pos = real_do_cmd_list(list, count, cycles_sum, cycles_last, last_cmd); |
| 423 | memcpy(gpu.ex_regs, gpu.scratch_ex_regs, sizeof(gpu.ex_regs)); |
| 424 | } |
| 425 | return pos; |
| 426 | } |
| 427 | |
| 428 | int renderer_init(void) { |
| 429 | if (thread_rendering) { |
| 430 | video_thread_start(); |
| 431 | } |
| 432 | return real_renderer_init(); |
| 433 | } |
| 434 | |
| 435 | void renderer_finish(void) { |
| 436 | real_renderer_finish(); |
| 437 | |
| 438 | if (thread_rendering && thread.running) { |
| 439 | video_thread_stop(); |
| 440 | } |
| 441 | } |
| 442 | |
| 443 | void renderer_sync_ecmds(uint32_t * ecmds) { |
| 444 | if (thread.running) { |
| 445 | int dummy = 0; |
| 446 | do_cmd_list(&ecmds[1], 6, &dummy, &dummy, &dummy); |
| 447 | } else { |
| 448 | real_renderer_sync_ecmds(ecmds); |
| 449 | } |
| 450 | } |
| 451 | |
| 452 | void renderer_update_caches(int x, int y, int w, int h, int state_changed) { |
| 453 | renderer_sync(); |
| 454 | real_renderer_update_caches(x, y, w, h, state_changed); |
| 455 | } |
| 456 | |
| 457 | void renderer_flush_queues(void) { |
| 458 | /* Called during DMA and updateLace. We want to sync if it's DMA, |
| 459 | * but not if it's updateLace. Instead of syncing here, there's a |
| 460 | * renderer_sync call during DMA. */ |
| 461 | real_renderer_flush_queues(); |
| 462 | } |
| 463 | |
| 464 | /* |
| 465 | * Normally all GPU commands are processed before rendering the |
| 466 | * frame. For games that naturally run < 50/60fps, this is unnecessary |
| 467 | * -- it forces the game to render as if it was 60fps and leaves the |
| 468 | * GPU idle half the time on a 30fps game, for example. |
| 469 | * |
| 470 | * Allowing the renderer to wait until a frame is done before |
| 471 | * rendering it would give it double, triple, or quadruple the amount |
| 472 | * of time to finish before we have to wait for it. |
| 473 | * |
| 474 | * We can use a heuristic to figure out when to force a render. |
| 475 | * |
| 476 | * - If a frame isn't done when we're asked to render, wait for it and |
| 477 | * put future GPU commands in a separate buffer (for the next frame) |
| 478 | * |
| 479 | * - If the frame is done, and had no future GPU commands, render it. |
| 480 | * |
| 481 | * - If we do have future GPU commands, it meant the frame took too |
| 482 | * long to render and there's another frame waiting. Stop until the |
| 483 | * first frame finishes, render it, and start processing the next |
| 484 | * one. |
| 485 | * |
| 486 | * This may possibly add a frame or two of latency that shouldn't be |
| 487 | * different than the real device. It may skip rendering a frame |
| 488 | * entirely if a VRAM transfer happens while a frame is waiting, or in |
| 489 | * games that natively run at 60fps if frames are coming in too |
| 490 | * quickly to process. Depending on how the game treats "60fps," this |
| 491 | * may not be noticeable. |
| 492 | */ |
| 493 | void renderer_notify_update_lace(int updated) { |
| 494 | if (!thread.running) return; |
| 495 | |
| 496 | if (thread_rendering == THREAD_RENDERING_SYNC) { |
| 497 | renderer_sync(); |
| 498 | return; |
| 499 | } |
| 500 | |
| 501 | if (updated) { |
| 502 | cmd_queue_swap(); |
| 503 | return; |
| 504 | } |
| 505 | |
| 506 | pthread_mutex_lock(&thread.queue_lock); |
| 507 | if (thread.bg_queue->used || flushed) { |
| 508 | /* We have commands for a future frame to run. Force a wait until |
| 509 | * the current frame is finished, and start processing the next |
| 510 | * frame after it's drawn (see the `updated` clause above). */ |
| 511 | pthread_mutex_unlock(&thread.queue_lock); |
| 512 | renderer_wait(); |
| 513 | pthread_mutex_lock(&thread.queue_lock); |
| 514 | |
| 515 | /* We are no longer holding commands back, so the next frame may |
| 516 | * get mixed into the following frame. This is usually fine, but can |
| 517 | * result in frameskip-like effects for 60fps games. */ |
| 518 | flushed = FALSE; |
| 519 | hold_cmds = FALSE; |
| 520 | needs_display = TRUE; |
| 521 | gpu.state.fb_dirty = TRUE; |
| 522 | } else if (thread.queue->used) { |
| 523 | /* We are still drawing during a vblank. Cut off the current frame |
| 524 | * by sending new commands to the background queue and skip |
| 525 | * drawing our partly rendered frame to the display. */ |
| 526 | hold_cmds = TRUE; |
| 527 | needs_display = TRUE; |
| 528 | gpu.state.fb_dirty = FALSE; |
| 529 | } else if (needs_display && !thread.queue->used) { |
| 530 | /* We have processed all commands in the queue, render the |
| 531 | * buffer. We know we have something to render, because |
| 532 | * needs_display is TRUE. */ |
| 533 | hold_cmds = FALSE; |
| 534 | needs_display = FALSE; |
| 535 | gpu.state.fb_dirty = TRUE; |
| 536 | } else { |
| 537 | /* Everything went normally, so do the normal thing. */ |
| 538 | } |
| 539 | |
| 540 | pthread_mutex_unlock(&thread.queue_lock); |
| 541 | } |
| 542 | |
| 543 | void renderer_set_interlace(int enable, int is_odd) { |
| 544 | real_renderer_set_interlace(enable, is_odd); |
| 545 | } |
| 546 | |
| 547 | void renderer_set_config(const struct rearmed_cbs *cbs) { |
| 548 | renderer_sync(); |
| 549 | thread_rendering = cbs->thread_rendering; |
| 550 | if (!thread.running && thread_rendering != THREAD_RENDERING_OFF) { |
| 551 | video_thread_start(); |
| 552 | } else if (thread.running && thread_rendering == THREAD_RENDERING_OFF) { |
| 553 | video_thread_stop(); |
| 554 | } |
| 555 | real_renderer_set_config(cbs); |
| 556 | } |
| 557 | |
| 558 | void renderer_notify_res_change(void) { |
| 559 | renderer_sync(); |
| 560 | real_renderer_notify_res_change(); |
| 561 | } |