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// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <mutex>
#include "VideoCommon/AsyncRequests.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
AsyncRequests AsyncRequests::s_singleton;
AsyncRequests::AsyncRequests() : m_enable(false), m_passthrough(true)
{
}
void AsyncRequests::PullEventsInternal()
{
std::unique_lock<std::mutex> lock(m_mutex);
m_empty.Set();
while (!m_queue.empty())
{
Event e = m_queue.front();
// try to merge as many efb pokes as possible
// it's a bit hacky, but some games render a complete frame in this way
if ((e.type == Event::EFB_POKE_COLOR || e.type == Event::EFB_POKE_Z))
{
m_merged_efb_pokes.clear();
Event first_event = m_queue.front();
EFBAccessType t = first_event.type == Event::EFB_POKE_COLOR ? POKE_COLOR : POKE_Z;
do
{
e = m_queue.front();
EfbPokeData d;
d.data = e.efb_poke.data;
d.x = e.efb_poke.x;
d.y = e.efb_poke.y;
m_merged_efb_pokes.push_back(d);
m_queue.pop();
} while (!m_queue.empty() && m_queue.front().type == first_event.type);
lock.unlock();
g_renderer->PokeEFB(t, m_merged_efb_pokes.data(), m_merged_efb_pokes.size());
lock.lock();
continue;
}
lock.unlock();
HandleEvent(e);
lock.lock();
m_queue.pop();
}
if (m_wake_me_up_again)
{
m_wake_me_up_again = false;
m_cond.notify_all();
}
}
void AsyncRequests::PushEvent(const AsyncRequests::Event& event, bool blocking)
{
std::unique_lock<std::mutex> lock(m_mutex);
if (m_passthrough)
{
HandleEvent(event);
return;
}
m_empty.Clear();
m_wake_me_up_again |= blocking;
if (!m_enable)
return;
m_queue.push(event);
Fifo::RunGpu();
if (blocking)
{
m_cond.wait(lock, [this] { return m_queue.empty(); });
}
}
void AsyncRequests::SetEnable(bool enable)
{
std::unique_lock<std::mutex> lock(m_mutex);
m_enable = enable;
if (!enable)
{
// flush the queue on disabling
while (!m_queue.empty())
m_queue.pop();
if (m_wake_me_up_again)
m_cond.notify_all();
}
}
void AsyncRequests::HandleEvent(const AsyncRequests::Event& e)
{
EFBRectangle rc;
switch (e.type)
{
case Event::EFB_POKE_COLOR:
{
EfbPokeData poke = {e.efb_poke.x, e.efb_poke.y, e.efb_poke.data};
g_renderer->PokeEFB(POKE_COLOR, &poke, 1);
}
break;
case Event::EFB_POKE_Z:
{
EfbPokeData poke = {e.efb_poke.x, e.efb_poke.y, e.efb_poke.data};
g_renderer->PokeEFB(POKE_Z, &poke, 1);
}
break;
case Event::EFB_PEEK_COLOR:
*e.efb_peek.data = g_renderer->AccessEFB(PEEK_COLOR, e.efb_peek.x, e.efb_peek.y, 0);
break;
case Event::EFB_PEEK_Z:
*e.efb_peek.data = g_renderer->AccessEFB(PEEK_Z, e.efb_peek.x, e.efb_peek.y, 0);
break;
case Event::SWAP_EVENT:
Renderer::Swap(e.swap_event.xfbAddr, e.swap_event.fbWidth, e.swap_event.fbStride,
e.swap_event.fbHeight, rc);
break;
case Event::BBOX_READ:
*e.bbox.data = g_renderer->BBoxRead(e.bbox.index);
break;
case Event::PERF_QUERY:
g_perf_query->FlushResults();
break;
}
}
void AsyncRequests::SetPassthrough(bool enable)
{
std::unique_lock<std::mutex> lock(m_mutex);
m_passthrough = enable;
}
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