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	renderer_opengl: Move Frame/FrameMailbox to OpenGL namespace.
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				@ -12,45 +12,6 @@
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namespace Core::Frontend {
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					namespace Core::Frontend {
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struct Frame;
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/**
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 * For smooth Vsync rendering, we want to always present the latest frame that the core generates,
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 * but also make sure that rendering happens at the pace that the frontend dictates. This is a
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 * helper class that the renderer can define to sync frames between the render thread and the
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 * presentation thread
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 */
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class TextureMailbox {
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public:
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    virtual ~TextureMailbox() = default;
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    /**
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     * Recreate the render objects attached to this frame with the new specified width/height
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     */
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    virtual void ReloadRenderFrame(Frontend::Frame* frame, u32 width, u32 height) = 0;
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    /**
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     * Recreate the presentation objects attached to this frame with the new specified width/height
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     */
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    virtual void ReloadPresentFrame(Frontend::Frame* frame, u32 width, u32 height) = 0;
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    /**
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     * Render thread calls this to get an available frame to present
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     */
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    virtual Frontend::Frame* GetRenderFrame() = 0;
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    /**
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     * Render thread calls this after draw commands are done to add to the presentation mailbox
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     */
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    virtual void ReleaseRenderFrame(Frame* frame) = 0;
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    /**
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     * Presentation thread calls this to get the latest frame available to present. If there is no
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     * frame available after timeout, returns the previous frame. If there is no previous frame it
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     * returns nullptr
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     */
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    virtual Frontend::Frame* TryGetPresentFrame(int timeout_ms) = 0;
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};
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/**
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					/**
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 * Represents a graphics context that can be used for background computation or drawing. If the
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					 * Represents a graphics context that can be used for background computation or drawing. If the
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 * graphics backend doesn't require the context, then the implementation of these methods can be
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					 * graphics backend doesn't require the context, then the implementation of these methods can be
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@ -168,8 +129,6 @@ public:
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     */
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					     */
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    void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
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					    void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
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    std::unique_ptr<TextureMailbox> mailbox;
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protected:
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					protected:
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    EmuWindow();
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					    EmuWindow();
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    virtual ~EmuWindow();
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					    virtual ~EmuWindow();
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@ -22,12 +22,17 @@
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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					#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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					#include "video_core/renderer_opengl/renderer_opengl.h"
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namespace Core::Frontend {
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					namespace OpenGL {
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					// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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					// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
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					// number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
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					constexpr std::size_t SWAP_CHAIN_SIZE = 9;
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struct Frame {
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					struct Frame {
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    u32 width{};                      /// Width of the frame (to detect resize)
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					    u32 width{};                      /// Width of the frame (to detect resize)
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    u32 height{};                     /// Height of the frame
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					    u32 height{};                     /// Height of the frame
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    bool color_reloaded = false;      /// Texture attachment was recreated (ie: resized)
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					    bool color_reloaded{};            /// Texture attachment was recreated (ie: resized)
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    OpenGL::OGLRenderbuffer color{};  /// Buffer shared between the render/present FBO
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					    OpenGL::OGLRenderbuffer color{};  /// Buffer shared between the render/present FBO
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    OpenGL::OGLFramebuffer render{};  /// FBO created on the render thread
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					    OpenGL::OGLFramebuffer render{};  /// FBO created on the render thread
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    OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
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					    OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
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@ -36,40 +41,37 @@ struct Frame {
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    bool is_srgb{};                   /// Framebuffer is sRGB or RGB
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					    bool is_srgb{};                   /// Framebuffer is sRGB or RGB
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};
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					};
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} // namespace Core::Frontend
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					/**
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					 * For smooth Vsync rendering, we want to always present the latest frame that the core generates,
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namespace OpenGL {
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					 * but also make sure that rendering happens at the pace that the frontend dictates. This is a
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					 * helper class that the renderer uses to sync frames between the render thread and the presentation
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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					 * thread
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// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
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					 */
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// number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
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					class FrameMailbox {
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constexpr std::size_t SWAP_CHAIN_SIZE = 9;
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class OGLTextureMailbox : public Core::Frontend::TextureMailbox {
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public:
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					public:
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    std::mutex swap_chain_lock;
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					    std::mutex swap_chain_lock;
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    std::condition_variable present_cv;
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					    std::condition_variable present_cv;
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    std::array<Core::Frontend::Frame, SWAP_CHAIN_SIZE> swap_chain{};
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					    std::array<Frame, SWAP_CHAIN_SIZE> swap_chain{};
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    std::queue<Core::Frontend::Frame*> free_queue;
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					    std::queue<Frame*> free_queue;
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    std::deque<Core::Frontend::Frame*> present_queue;
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					    std::deque<Frame*> present_queue;
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    Core::Frontend::Frame* previous_frame{};
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					    Frame* previous_frame{};
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    OGLTextureMailbox() {
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					    FrameMailbox() {
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        for (auto& frame : swap_chain) {
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					        for (auto& frame : swap_chain) {
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            free_queue.push(&frame);
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					            free_queue.push(&frame);
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        }
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					        }
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    }
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					    }
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    ~OGLTextureMailbox() override {
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					    ~FrameMailbox() {
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        // lock the mutex and clear out the present and free_queues and notify any people who are
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					        // lock the mutex and clear out the present and free_queues and notify any people who are
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        // blocked to prevent deadlock on shutdown
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					        // blocked to prevent deadlock on shutdown
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        std::scoped_lock lock(swap_chain_lock);
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					        std::scoped_lock lock(swap_chain_lock);
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        std::queue<Core::Frontend::Frame*>().swap(free_queue);
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					        std::queue<Frame*>().swap(free_queue);
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        present_queue.clear();
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					        present_queue.clear();
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        present_cv.notify_all();
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					        present_cv.notify_all();
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    }
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					    }
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    void ReloadPresentFrame(Core::Frontend::Frame* frame, u32 height, u32 width) override {
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					    void ReloadPresentFrame(Frame* frame, u32 height, u32 width) {
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        frame->present.Release();
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					        frame->present.Release();
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        frame->present.Create();
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					        frame->present.Create();
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        GLint previous_draw_fbo{};
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					        GLint previous_draw_fbo{};
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@ -84,7 +86,7 @@ public:
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        frame->color_reloaded = false;
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					        frame->color_reloaded = false;
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    }
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					    }
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    void ReloadRenderFrame(Core::Frontend::Frame* frame, u32 width, u32 height) override {
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					    void ReloadRenderFrame(Frame* frame, u32 width, u32 height) {
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        OpenGLState prev_state = OpenGLState::GetCurState();
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					        OpenGLState prev_state = OpenGLState::GetCurState();
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        OpenGLState state = OpenGLState::GetCurState();
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					        OpenGLState state = OpenGLState::GetCurState();
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@ -103,7 +105,7 @@ public:
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        state.Apply();
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					        state.Apply();
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        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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					        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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                                  frame->color.handle);
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					                                  frame->color.handle);
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        if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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					        if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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            LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
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					            LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
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        }
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					        }
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        prev_state.Apply();
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					        prev_state.Apply();
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@ -112,7 +114,7 @@ public:
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        frame->color_reloaded = true;
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					        frame->color_reloaded = true;
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    }
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					    }
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    Core::Frontend::Frame* GetRenderFrame() override {
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					    Frame* GetRenderFrame() {
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        std::unique_lock<std::mutex> lock(swap_chain_lock);
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					        std::unique_lock<std::mutex> lock(swap_chain_lock);
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        // If theres no free frames, we will reuse the oldest render frame
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					        // If theres no free frames, we will reuse the oldest render frame
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@ -122,18 +124,18 @@ public:
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            return frame;
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					            return frame;
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        }
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					        }
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        Core::Frontend::Frame* frame = free_queue.front();
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					        Frame* frame = free_queue.front();
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        free_queue.pop();
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					        free_queue.pop();
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        return frame;
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					        return frame;
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    }
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					    }
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    void ReleaseRenderFrame(Core::Frontend::Frame* frame) override {
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					    void ReleaseRenderFrame(Frame* frame) {
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        std::unique_lock<std::mutex> lock(swap_chain_lock);
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					        std::unique_lock<std::mutex> lock(swap_chain_lock);
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        present_queue.push_front(frame);
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					        present_queue.push_front(frame);
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        present_cv.notify_one();
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					        present_cv.notify_one();
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    }
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					    }
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    Core::Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
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					    Frame* TryGetPresentFrame(int timeout_ms) {
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        std::unique_lock<std::mutex> lock(swap_chain_lock);
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					        std::unique_lock<std::mutex> lock(swap_chain_lock);
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        // wait for new entries in the present_queue
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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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					        present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
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@ -149,7 +151,7 @@ public:
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        }
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					        }
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        // the newest entries are pushed to the front of the queue
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					        // the newest entries are pushed to the front of the queue
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        Core::Frontend::Frame* frame = present_queue.front();
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					        Frame* frame = present_queue.front();
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        present_queue.pop_front();
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					        present_queue.pop_front();
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        // remove all old entries from the present queue and move them back to the free_queue
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					        // remove all old entries from the present queue and move them back to the free_queue
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        for (auto f : present_queue) {
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					        for (auto f : present_queue) {
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@ -295,9 +297,8 @@ void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severit
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} // Anonymous namespace
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					} // Anonymous namespace
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
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					RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
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    : VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {
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					    : VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
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    emu_window.mailbox = std::make_unique<OGLTextureMailbox>();
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					      frame_mailbox{std::make_unique<FrameMailbox>()} {}
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}
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RendererOpenGL::~RendererOpenGL() = default;
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					RendererOpenGL::~RendererOpenGL() = default;
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@ -319,11 +320,11 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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    PrepareRendertarget(framebuffer);
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					    PrepareRendertarget(framebuffer);
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    RenderScreenshot();
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					    RenderScreenshot();
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    Core::Frontend::Frame* frame;
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					    Frame* frame;
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    {
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					    {
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        MICROPROFILE_SCOPE(OpenGL_WaitPresent);
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					        MICROPROFILE_SCOPE(OpenGL_WaitPresent);
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        frame = render_window.mailbox->GetRenderFrame();
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					        frame = frame_mailbox->GetRenderFrame();
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        // Clean up sync objects before drawing
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					        // Clean up sync objects before drawing
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@ -356,7 +357,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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            is_srgb != frame->is_srgb) {
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					            is_srgb != frame->is_srgb) {
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            LOG_DEBUG(Render_OpenGL, "Reloading render frame");
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					            LOG_DEBUG(Render_OpenGL, "Reloading render frame");
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            is_srgb = frame->is_srgb = screen_info.display_srgb;
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					            is_srgb = frame->is_srgb = screen_info.display_srgb;
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            render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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					            frame_mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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        }
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					        }
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        state.draw.draw_framebuffer = frame->render.handle;
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					        state.draw.draw_framebuffer = frame->render.handle;
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        state.Apply();
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					        state.Apply();
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@ -364,7 +365,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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        // Create a fence for the frontend to wait on and swap this frame to OffTex
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					        // Create a fence for the frontend to wait on and swap this frame to OffTex
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        frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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					        frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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        glFlush();
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					        glFlush();
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        render_window.mailbox->ReleaseRenderFrame(frame);
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					        frame_mailbox->ReleaseRenderFrame(frame);
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        m_current_frame++;
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					        m_current_frame++;
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        rasterizer->TickFrame();
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					        rasterizer->TickFrame();
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    }
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					    }
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@ -615,7 +616,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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void RendererOpenGL::TryPresent(int timeout_ms) {
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					void RendererOpenGL::TryPresent(int timeout_ms) {
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    const auto& layout = render_window.GetFramebufferLayout();
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					    const auto& layout = render_window.GetFramebufferLayout();
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    auto frame = render_window.mailbox->TryGetPresentFrame(timeout_ms);
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					    auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms);
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    if (!frame) {
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					    if (!frame) {
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        LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
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					        LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
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        return;
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					        return;
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@ -628,7 +629,7 @@ void RendererOpenGL::TryPresent(int timeout_ms) {
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    // Recreate the presentation FBO if the color attachment was changed
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					    // Recreate the presentation FBO if the color attachment was changed
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    if (frame->color_reloaded) {
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					    if (frame->color_reloaded) {
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        LOG_DEBUG(Render_OpenGL, "Reloading present frame");
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					        LOG_DEBUG(Render_OpenGL, "Reloading present frame");
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        render_window.mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
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					        frame_mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
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    }
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					    }
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    glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
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					    glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
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    // INTEL workaround.
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					    // INTEL workaround.
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@ -50,6 +50,8 @@ struct PresentationTexture {
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    OGLTexture texture;
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					    OGLTexture texture;
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};
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					};
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					class FrameMailbox;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
class RendererOpenGL final : public VideoCore::RendererBase {
 | 
					class RendererOpenGL final : public VideoCore::RendererBase {
 | 
				
			||||||
public:
 | 
					public:
 | 
				
			||||||
    explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system);
 | 
					    explicit RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system);
 | 
				
			||||||
@ -111,6 +113,9 @@ private:
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
    /// Represents if the final render frame is sRGB
 | 
					    /// Represents if the final render frame is sRGB
 | 
				
			||||||
    bool is_srgb{};
 | 
					    bool is_srgb{};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /// Frame presentation mailbox
 | 
				
			||||||
 | 
					    std::unique_ptr<FrameMailbox> frame_mailbox;
 | 
				
			||||||
};
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
} // namespace OpenGL
 | 
					} // namespace OpenGL
 | 
				
			||||||
 | 
				
			|||||||
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