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renderer_opengl: Keep presentation frames in lock-step when GPU debugging.
- Fixes renderdoc with OpenGL renderer.
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1 changed files with 32 additions and 1 deletions
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@ -56,7 +56,7 @@ public:
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std::deque<Frame*> present_queue;
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Frame* previous_frame{};
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FrameMailbox() {
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FrameMailbox() : has_debug_tool{Device().HasDebugTool()} {
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for (auto& frame : swap_chain) {
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free_queue.push(&frame);
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}
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@ -127,9 +127,13 @@ public:
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std::unique_lock lock{swap_chain_lock};
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present_queue.push_front(frame);
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present_cv.notify_one();
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DebugNotifyNextFrame();
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}
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Frame* TryGetPresentFrame(int timeout_ms) {
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DebugWaitForNextFrame();
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std::unique_lock lock{swap_chain_lock};
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// wait for new entries in the present_queue
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present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
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@ -155,6 +159,33 @@ public:
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previous_frame = frame;
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return frame;
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}
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private:
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std::mutex debug_synch_mutex;
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std::condition_variable debug_synch_condition;
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std::atomic_int frame_for_debug{};
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const bool has_debug_tool; // When true, using a GPU debugger, so keep frames in lock-step
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/// Signal that a new frame is available (called from GPU thread)
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void DebugNotifyNextFrame() {
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if (!has_debug_tool) {
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return;
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}
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frame_for_debug++;
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std::lock_guard lock{debug_synch_mutex};
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debug_synch_condition.notify_one();
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}
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/// Wait for a new frame to be available (called from presentation thread)
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void DebugWaitForNextFrame() {
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if (!has_debug_tool) {
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return;
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}
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const int last_frame = frame_for_debug;
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std::unique_lock lock{debug_synch_mutex};
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debug_synch_condition.wait(lock,
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[this, last_frame] { return frame_for_debug > last_frame; });
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}
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};
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namespace {
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