X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=plugins%2Fgpulib%2Fgpulib_thread_if.c;h=1583783d4549fa44aa8d2c15a7eb7ca5a256c4ee;hb=d0d2939d7a485bbe97017e5ae20b504d225c09d3;hp=f0f607d621cbfb12411b39eb839c04f7341ac99d;hpb=c765eb86debdc06fe304511bc2edbb6f3e3d7813;p=pcsx_rearmed.git diff --git a/plugins/gpulib/gpulib_thread_if.c b/plugins/gpulib/gpulib_thread_if.c index f0f607d6..1583783d 100644 --- a/plugins/gpulib/gpulib_thread_if.c +++ b/plugins/gpulib/gpulib_thread_if.c @@ -18,12 +18,17 @@ ***************************************************************************/ #include +#include #include #include #include "../gpulib/gpu.h" #include "../../frontend/plugin_lib.h" #include "gpulib_thread_if.h" +#define FALSE 0 +#define TRUE 1 +#define BOOL unsigned short + typedef struct { uint32_t *cmd_list; int count; @@ -47,14 +52,15 @@ typedef struct { pthread_cond_t cond_queue_empty; video_thread_queue *queue; video_thread_queue *bg_queue; - bool running; + BOOL running; } video_thread_state; static video_thread_state thread; static video_thread_queue queues[2]; static int thread_rendering; -static bool hold_cmds; -static bool needs_display; +static BOOL hold_cmds; +static BOOL needs_display; +static BOOL flushed; extern const unsigned char cmd_lengths[]; @@ -62,7 +68,10 @@ static void *video_thread_main(void *arg) { video_thread_state *thread = (video_thread_state *)arg; video_thread_cmd *cmd; int i; + +#ifdef _3DS static int processed = 0; +#endif /* _3DS */ while(1) { int result, last_cmd, start, end; @@ -99,7 +108,7 @@ static void *video_thread_main(void *arg) { svcSleepThread(1); processed %= 512; } -#endif +#endif /* _3DS */ } pthread_mutex_lock(&thread->queue_lock); @@ -124,7 +133,6 @@ static void cmd_queue_swap() { tmp = thread.queue; thread.queue = thread.bg_queue; thread.bg_queue = tmp; - needs_display = true; pthread_cond_signal(&thread.cond_msg_avail); } pthread_mutex_unlock(&thread.queue_lock); @@ -160,6 +168,13 @@ void renderer_sync(void) { return; } + if (thread.bg_queue->used) { + /* When we flush the background queue, the vblank handler can't + * know that we had a frame pending, and we delay rendering too + * long. Force it. */ + flushed = TRUE; + } + /* Flush both queues. This is necessary because gpulib could be * trying to process a DMA write that a command in the queue should * run beforehand. For example, Xenogears sprites write a black @@ -169,7 +184,7 @@ void renderer_sync(void) { * drop a frame. */ renderer_wait(); cmd_queue_swap(); - hold_cmds = false; + hold_cmds = FALSE; renderer_wait(); } @@ -178,7 +193,7 @@ static void video_thread_stop() { renderer_sync(); if (thread.running) { - thread.running = false; + thread.running = FALSE; pthread_cond_signal(&thread.cond_msg_avail); pthread_join(thread.thread, NULL); } @@ -215,7 +230,7 @@ static void video_thread_start() { thread.queue = &queues[0]; thread.bg_queue = &queues[1]; - thread.running = true; + thread.running = TRUE; return; error: @@ -227,7 +242,7 @@ static void video_thread_queue_cmd(uint32_t *list, int count, int last_cmd) { video_thread_cmd *cmd; uint32_t *cmd_list; video_thread_queue *queue; - bool lock; + BOOL lock; cmd_list = (uint32_t *)calloc(count, sizeof(uint32_t)); @@ -248,10 +263,10 @@ static void video_thread_queue_cmd(uint32_t *list, int count, int last_cmd) { if (hold_cmds) { queue = thread.bg_queue; - lock = false; + lock = FALSE; } else { queue = thread.queue; - lock = true; + lock = TRUE; } if (lock) { @@ -425,7 +440,7 @@ void renderer_notify_update_lace(int updated) { } pthread_mutex_lock(&thread.queue_lock); - if (thread.bg_queue->used) { + if (thread.bg_queue->used || flushed) { /* We have commands for a future frame to run. Force a wait until * the current frame is finished, and start processing the next * frame after it's drawn (see the `updated` clause above). */ @@ -436,23 +451,24 @@ void renderer_notify_update_lace(int updated) { /* We are no longer holding commands back, so the next frame may * get mixed into the following frame. This is usually fine, but can * result in frameskip-like effects for 60fps games. */ - hold_cmds = false; - needs_display = true; - gpu.state.fb_dirty = true; + flushed = FALSE; + hold_cmds = FALSE; + needs_display = TRUE; + gpu.state.fb_dirty = TRUE; } else if (thread.queue->used) { /* We are still drawing during a vblank. Cut off the current frame * by sending new commands to the background queue and skip * drawing our partly rendered frame to the display. */ - hold_cmds = true; - needs_display = true; - gpu.state.fb_dirty = false; + hold_cmds = TRUE; + needs_display = TRUE; + gpu.state.fb_dirty = FALSE; } else if (needs_display && !thread.queue->used) { /* We have processed all commands in the queue, render the * buffer. We know we have something to render, because - * needs_display is true. */ - hold_cmds = false; - needs_display = false; - gpu.state.fb_dirty = true; + * needs_display is TRUE. */ + hold_cmds = FALSE; + needs_display = FALSE; + gpu.state.fb_dirty = TRUE; } else { /* Everything went normally, so do the normal thing. */ }