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-rw-r--r--plugins/dfxvideo/gpulib_if.c8
-rw-r--r--plugins/gpu-gles/gpulib_if.c8
-rw-r--r--plugins/gpu_neon/psx_gpu_if.c6
-rw-r--r--plugins/gpu_unai/gpulib_if.cpp25
-rw-r--r--plugins/gpulib/gpu.c11
-rw-r--r--plugins/gpulib/gpu.h3
-rw-r--r--plugins/gpulib/gpulib_thread_if.c481
-rw-r--r--plugins/gpulib/gpulib_thread_if.h41
8 files changed, 582 insertions, 1 deletions
diff --git a/plugins/dfxvideo/gpulib_if.c b/plugins/dfxvideo/gpulib_if.c
index bb3ad56..db0797c 100644
--- a/plugins/dfxvideo/gpulib_if.c
+++ b/plugins/dfxvideo/gpulib_if.c
@@ -426,6 +426,14 @@ void renderer_set_interlace(int enable, int is_odd)
{
}
+void renderer_sync(void)
+{
+}
+
+void renderer_notify_update_lace(int updated)
+{
+}
+
#include "../../frontend/plugin_lib.h"
void renderer_set_config(const struct rearmed_cbs *cbs)
diff --git a/plugins/gpu-gles/gpulib_if.c b/plugins/gpu-gles/gpulib_if.c
index 1f4a23d..8cc1469 100644
--- a/plugins/gpu-gles/gpulib_if.c
+++ b/plugins/gpu-gles/gpulib_if.c
@@ -769,3 +769,11 @@ static void fps_update(void)
DisplayText(buf, 1);
}
}
+
+void renderer_sync(void)
+{
+}
+
+void renderer_notify_update_lace(int updated)
+{
+}
diff --git a/plugins/gpu_neon/psx_gpu_if.c b/plugins/gpu_neon/psx_gpu_if.c
index 3f3805a..81b9bae 100644
--- a/plugins/gpu_neon/psx_gpu_if.c
+++ b/plugins/gpu_neon/psx_gpu_if.c
@@ -204,3 +204,9 @@ void renderer_set_config(const struct rearmed_cbs *cbs)
}
}
+void renderer_sync(void)
+{
+}
+void renderer_notify_update_lace(int updated)
+{
+}
diff --git a/plugins/gpu_unai/gpulib_if.cpp b/plugins/gpu_unai/gpulib_if.cpp
index e84eff5..588134d 100644
--- a/plugins/gpu_unai/gpulib_if.cpp
+++ b/plugins/gpu_unai/gpulib_if.cpp
@@ -25,6 +25,23 @@
#include <stdlib.h>
#include <string.h>
#include "../gpulib/gpu.h"
+
+#ifdef THREAD_RENDERING
+#include "../gpulib/gpulib_thread_if.h"
+#define do_cmd_list real_do_cmd_list
+#define renderer_init real_renderer_init
+#define renderer_finish real_renderer_finish
+#define renderer_sync_ecmds real_renderer_sync_ecmds
+#define renderer_update_caches real_renderer_update_caches
+#define renderer_flush_queues real_renderer_flush_queues
+#define renderer_set_interlace real_renderer_set_interlace
+#define renderer_set_config real_renderer_set_config
+#define renderer_notify_res_change real_renderer_notify_res_change
+#define renderer_notify_update_lace real_renderer_notify_update_lace
+#define renderer_sync real_renderer_sync
+#define ex_regs scratch_ex_regs
+#endif
+
//#include "port.h"
#include "gpu_unai.h"
@@ -802,4 +819,12 @@ void renderer_set_config(const struct rearmed_cbs *cbs)
}
}
+void renderer_sync(void)
+{
+}
+
+void renderer_notify_update_lace(int updated)
+{
+}
+
// vim:shiftwidth=2:expandtab
diff --git a/plugins/gpulib/gpu.c b/plugins/gpulib/gpu.c
index 007da65..ed37b71 100644
--- a/plugins/gpulib/gpu.c
+++ b/plugins/gpulib/gpu.c
@@ -40,6 +40,8 @@ static void finish_vram_transfer(int is_read);
static noinline void do_cmd_reset(void)
{
+ renderer_sync();
+
if (unlikely(gpu.cmd_len > 0))
do_cmd_buffer(gpu.cmd_buffer, gpu.cmd_len);
gpu.cmd_len = 0;
@@ -52,7 +54,6 @@ static noinline void do_cmd_reset(void)
static noinline void do_reset(void)
{
unsigned int i;
-
do_cmd_reset();
memset(gpu.regs, 0, sizeof(gpu.regs));
@@ -370,6 +371,8 @@ static int do_vram_io(uint32_t *data, int count, int is_read)
int l;
count *= 2; // operate in 16bpp pixels
+ renderer_sync();
+
if (gpu.dma.offset) {
l = w - gpu.dma.offset;
if (count < l)
@@ -714,12 +717,15 @@ long GPUfreeze(uint32_t type, struct GPUFreeze *freeze)
case 1: // save
if (gpu.cmd_len > 0)
flush_cmd_buffer();
+
+ renderer_sync();
memcpy(freeze->psxVRam, gpu.vram, 1024 * 512 * 2);
memcpy(freeze->ulControl, gpu.regs, sizeof(gpu.regs));
memcpy(freeze->ulControl + 0xe0, gpu.ex_regs, sizeof(gpu.ex_regs));
freeze->ulStatus = gpu.status.reg;
break;
case 0: // load
+ renderer_sync();
memcpy(gpu.vram, freeze->psxVRam, 1024 * 512 * 2);
memcpy(gpu.regs, freeze->ulControl, sizeof(gpu.regs));
memcpy(gpu.ex_regs, freeze->ulControl + 0xe0, sizeof(gpu.ex_regs));
@@ -752,6 +758,8 @@ void GPUupdateLace(void)
return;
}
+ renderer_notify_update_lace(0);
+
if (!gpu.state.fb_dirty)
return;
@@ -767,6 +775,7 @@ void GPUupdateLace(void)
vout_update();
gpu.state.fb_dirty = 0;
gpu.state.blanked = 0;
+ renderer_notify_update_lace(1);
}
void GPUvBlank(int is_vblank, int lcf)
diff --git a/plugins/gpulib/gpu.h b/plugins/gpulib/gpu.h
index d0f3bf8..64d2eec 100644
--- a/plugins/gpulib/gpu.h
+++ b/plugins/gpulib/gpu.h
@@ -93,6 +93,7 @@ struct psx_gpu {
uint32_t last_flip_frame;
uint32_t pending_fill[3];
} frameskip;
+ uint32_t scratch_ex_regs[8]; // for threaded rendering
int useDithering:1; /* 0 - off , 1 - on */
uint16_t *(*get_enhancement_bufer)
(int *x, int *y, int *w, int *h, int *vram_h);
@@ -118,6 +119,8 @@ void renderer_flush_queues(void);
void renderer_set_interlace(int enable, int is_odd);
void renderer_set_config(const struct rearmed_cbs *config);
void renderer_notify_res_change(void);
+void renderer_notify_update_lace(int updated);
+void renderer_sync(void);
int vout_init(void);
int vout_finish(void);
diff --git a/plugins/gpulib/gpulib_thread_if.c b/plugins/gpulib/gpulib_thread_if.c
new file mode 100644
index 0000000..f0f607d
--- /dev/null
+++ b/plugins/gpulib/gpulib_thread_if.c
@@ -0,0 +1,481 @@
+/**************************************************************************
+* Copyright (C) 2020 The RetroArch Team *
+* *
+* This program is free software; you can redistribute it and/or modify *
+* it under the terms of the GNU General Public License as published by *
+* the Free Software Foundation; either version 2 of the License, or *
+* (at your option) any later version. *
+* *
+* This program is distributed in the hope that it will be useful, *
+* but WITHOUT ANY WARRANTY; without even the implied warranty of *
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+* GNU General Public License for more details. *
+* *
+* You should have received a copy of the GNU General Public License *
+* along with this program; if not, write to the *
+* Free Software Foundation, Inc., *
+* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
+***************************************************************************/
+
+#include <stdlib.h>
+#include <string.h>
+#include <pthread.h>
+#include "../gpulib/gpu.h"
+#include "../../frontend/plugin_lib.h"
+#include "gpulib_thread_if.h"
+
+typedef struct {
+ uint32_t *cmd_list;
+ int count;
+ int last_cmd;
+} video_thread_cmd;
+
+#define QUEUE_SIZE 0x2000
+
+typedef struct {
+ size_t start;
+ size_t end;
+ size_t used;
+ video_thread_cmd queue[QUEUE_SIZE];
+} video_thread_queue;
+
+typedef struct {
+ pthread_t thread;
+ pthread_mutex_t queue_lock;
+ pthread_cond_t cond_msg_avail;
+ pthread_cond_t cond_msg_done;
+ pthread_cond_t cond_queue_empty;
+ video_thread_queue *queue;
+ video_thread_queue *bg_queue;
+ 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;
+
+extern const unsigned char cmd_lengths[];
+
+static void *video_thread_main(void *arg) {
+ video_thread_state *thread = (video_thread_state *)arg;
+ video_thread_cmd *cmd;
+ int i;
+ static int processed = 0;
+
+ while(1) {
+ int result, last_cmd, start, end;
+ video_thread_queue *queue;
+ pthread_mutex_lock(&thread->queue_lock);
+
+ while (!thread->queue->used && thread->running) {
+ pthread_cond_wait(&thread->cond_msg_avail, &thread->queue_lock);
+ }
+
+ if (!thread->running) {
+ pthread_mutex_unlock(&thread->queue_lock);
+ break;
+ }
+
+ queue = thread->queue;
+ start = queue->start;
+ end = queue->end > queue->start ? queue->end : QUEUE_SIZE;
+ queue->start = end % QUEUE_SIZE;
+ pthread_mutex_unlock(&thread->queue_lock);
+
+ for (i = start; i < end; i++) {
+ cmd = &queue->queue[i];
+ result = real_do_cmd_list(cmd->cmd_list, cmd->count, &last_cmd);
+
+ if (result != cmd->count) {
+ fprintf(stderr, "Processed wrong cmd count: expected %d, got %d\n", cmd->count, result);
+ }
+
+#ifdef _3DS
+ /* Periodically yield so as not to starve other threads */
+ processed += cmd->count;
+ if (processed >= 512) {
+ svcSleepThread(1);
+ processed %= 512;
+ }
+#endif
+ }
+
+ pthread_mutex_lock(&thread->queue_lock);
+ queue->used -= (end - start);
+
+ if (!queue->used)
+ pthread_cond_signal(&thread->cond_queue_empty);
+
+ pthread_cond_signal(&thread->cond_msg_done);
+ pthread_mutex_unlock(&thread->queue_lock);
+ }
+
+ return 0;
+}
+
+static void cmd_queue_swap() {
+ video_thread_queue *tmp;
+ if (!thread.bg_queue->used) return;
+
+ pthread_mutex_lock(&thread.queue_lock);
+ if (!thread.queue->used) {
+ 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);
+}
+
+/* Waits for the main queue to completely finish. */
+void renderer_wait() {
+ if (!thread.running) return;
+
+ /* Not completely safe, but should be fine since the render thread
+ * only decreases used, and we check again inside the lock. */
+ if (!thread.queue->used) {
+ return;
+ }
+
+ pthread_mutex_lock(&thread.queue_lock);
+
+ while (thread.queue->used) {
+ pthread_cond_wait(&thread.cond_queue_empty, &thread.queue_lock);
+ }
+
+ pthread_mutex_unlock(&thread.queue_lock);
+}
+
+/* Waits for all GPU commands in both queues to finish, bringing VRAM
+ * completely up-to-date. */
+void renderer_sync(void) {
+ if (!thread.running) return;
+
+ /* Not completely safe, but should be fine since the render thread
+ * only decreases used, and we check again inside the lock. */
+ if (!thread.queue->used && !thread.bg_queue->used) {
+ return;
+ }
+
+ /* 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
+ * rectangle over the to-be-DMA'd spot in VRAM -- if this write
+ * happens after the DMA, it will clear the DMA, resulting in
+ * flickering sprites. We need to be totally up-to-date. This may
+ * drop a frame. */
+ renderer_wait();
+ cmd_queue_swap();
+ hold_cmds = false;
+ renderer_wait();
+}
+
+static void video_thread_stop() {
+ int i;
+ renderer_sync();
+
+ if (thread.running) {
+ thread.running = false;
+ pthread_cond_signal(&thread.cond_msg_avail);
+ pthread_join(thread.thread, NULL);
+ }
+
+ pthread_mutex_destroy(&thread.queue_lock);
+ pthread_cond_destroy(&thread.cond_msg_avail);
+ pthread_cond_destroy(&thread.cond_msg_done);
+ pthread_cond_destroy(&thread.cond_queue_empty);
+
+ for (i = 0; i < QUEUE_SIZE; i++) {
+ video_thread_cmd *cmd = &thread.queue->queue[i];
+ free(cmd->cmd_list);
+ cmd->cmd_list = NULL;
+ }
+
+ for (i = 0; i < QUEUE_SIZE; i++) {
+ video_thread_cmd *cmd = &thread.bg_queue->queue[i];
+ free(cmd->cmd_list);
+ cmd->cmd_list = NULL;
+ }
+}
+
+static void video_thread_start() {
+ fprintf(stdout, "Starting render thread\n");
+
+ if (pthread_cond_init(&thread.cond_msg_avail, NULL) ||
+ pthread_cond_init(&thread.cond_msg_done, NULL) ||
+ pthread_cond_init(&thread.cond_queue_empty, NULL) ||
+ pthread_mutex_init(&thread.queue_lock, NULL) ||
+ pthread_create(&thread.thread, NULL, video_thread_main, &thread)) {
+ goto error;
+ }
+
+ thread.queue = &queues[0];
+ thread.bg_queue = &queues[1];
+
+ thread.running = true;
+ return;
+
+ error:
+ fprintf(stderr,"Failed to start rendering thread\n");
+ video_thread_stop();
+}
+
+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;
+
+ cmd_list = (uint32_t *)calloc(count, sizeof(uint32_t));
+
+ if (!cmd_list) {
+ /* Out of memory, disable the thread and run sync from now on */
+ fprintf(stderr,"Failed to allocate render thread command list, stopping thread\n");
+ video_thread_stop();
+ }
+
+ memcpy(cmd_list, list, count * sizeof(uint32_t));
+
+ if (hold_cmds && thread.bg_queue->used >= QUEUE_SIZE) {
+ /* If the bg queue is full, do a full sync to empty both queues
+ * and clear space. This should be very rare, I've only seen it in
+ * Tekken 3 post-battle-replay. */
+ renderer_sync();
+ }
+
+ if (hold_cmds) {
+ queue = thread.bg_queue;
+ lock = false;
+ } else {
+ queue = thread.queue;
+ lock = true;
+ }
+
+ if (lock) {
+ pthread_mutex_lock(&thread.queue_lock);
+
+ while (queue->used >= QUEUE_SIZE) {
+ pthread_cond_wait(&thread.cond_msg_done, &thread.queue_lock);
+ }
+ }
+
+ cmd = &queue->queue[queue->end];
+ free(cmd->cmd_list);
+ cmd->cmd_list = cmd_list;
+ cmd->count = count;
+ cmd->last_cmd = last_cmd;
+ queue->end = (queue->end + 1) % QUEUE_SIZE;
+ queue->used++;
+
+ if (lock) {
+ pthread_cond_signal(&thread.cond_msg_avail);
+ pthread_mutex_unlock(&thread.queue_lock);
+ }
+}
+
+/* Slice off just the part of the list that can be handled async, and
+ * update ex_regs. */
+static int scan_cmd_list(uint32_t *data, int count, int *last_cmd)
+{
+ int cmd = 0, pos = 0, len, v;
+
+ while (pos < count) {
+ uint32_t *list = data + pos;
+ cmd = list[0] >> 24;
+ len = 1 + cmd_lengths[cmd];
+
+ switch (cmd) {
+ case 0x02:
+ break;
+ case 0x24 ... 0x27:
+ case 0x2c ... 0x2f:
+ case 0x34 ... 0x37:
+ case 0x3c ... 0x3f:
+ gpu.ex_regs[1] &= ~0x1ff;
+ gpu.ex_regs[1] |= list[4 + ((cmd >> 4) & 1)] & 0x1ff;
+ break;
+ case 0x48 ... 0x4F:
+ for (v = 3; pos + v < count; v++)
+ {
+ if ((list[v] & 0xf000f000) == 0x50005000)
+ break;
+ }
+ len += v - 3;
+ break;
+ case 0x58 ... 0x5F:
+ for (v = 4; pos + v < count; v += 2)
+ {
+ if ((list[v] & 0xf000f000) == 0x50005000)
+ break;
+ }
+ len += v - 4;
+ break;
+ default:
+ if ((cmd & 0xf8) == 0xe0)
+ gpu.ex_regs[cmd & 7] = list[0];
+ break;
+ }
+
+ if (pos + len > count) {
+ cmd = -1;
+ break; /* incomplete cmd */
+ }
+ if (0xa0 <= cmd && cmd <= 0xdf)
+ break; /* image i/o */
+
+ pos += len;
+ }
+
+ *last_cmd = cmd;
+ return pos;
+}
+
+int do_cmd_list(uint32_t *list, int count, int *last_cmd) {
+ int pos = 0;
+
+ if (thread.running) {
+ pos = scan_cmd_list(list, count, last_cmd);
+ video_thread_queue_cmd(list, pos, *last_cmd);
+ } else {
+ pos = real_do_cmd_list(list, count, last_cmd);
+ memcpy(gpu.ex_regs, gpu.scratch_ex_regs, sizeof(gpu.ex_regs));
+ }
+ return pos;
+}
+
+int renderer_init(void) {
+ if (thread_rendering) {
+ video_thread_start();
+ }
+ return real_renderer_init();
+}
+
+void renderer_finish(void) {
+ real_renderer_finish();
+
+ if (thread_rendering && thread.running) {
+ video_thread_stop();
+ }
+}
+
+void renderer_sync_ecmds(uint32_t * ecmds) {
+ if (thread.running) {
+ int dummy;
+ do_cmd_list(&ecmds[1], 6, &dummy);
+ } else {
+ real_renderer_sync_ecmds(ecmds);
+ }
+}
+
+void renderer_update_caches(int x, int y, int w, int h) {
+ renderer_sync();
+ real_renderer_update_caches(x, y, w, h);
+}
+
+void renderer_flush_queues(void) {
+ /* Called during DMA and updateLace. We want to sync if it's DMA,
+ * but not if it's updateLace. Instead of syncing here, there's a
+ * renderer_sync call during DMA. */
+ real_renderer_flush_queues();
+}
+
+/*
+ * Normally all GPU commands are processed before rendering the
+ * frame. For games that naturally run < 50/60fps, this is unnecessary
+ * -- it forces the game to render as if it was 60fps and leaves the
+ * GPU idle half the time on a 30fps game, for example.
+ *
+ * Allowing the renderer to wait until a frame is done before
+ * rendering it would give it double, triple, or quadruple the amount
+ * of time to finish before we have to wait for it.
+ *
+ * We can use a heuristic to figure out when to force a render.
+ *
+ * - If a frame isn't done when we're asked to render, wait for it and
+ * put future GPU commands in a separate buffer (for the next frame)
+ *
+ * - If the frame is done, and had no future GPU commands, render it.
+ *
+ * - If we do have future GPU commands, it meant the frame took too
+ * long to render and there's another frame waiting. Stop until the
+ * first frame finishes, render it, and start processing the next
+ * one.
+ *
+ * This may possibly add a frame or two of latency that shouldn't be
+ * different than the real device. It may skip rendering a frame
+ * entirely if a VRAM transfer happens while a frame is waiting, or in
+ * games that natively run at 60fps if frames are coming in too
+ * quickly to process. Depending on how the game treats "60fps," this
+ * may not be noticeable.
+ */
+void renderer_notify_update_lace(int updated) {
+ if (!thread.running) return;
+
+ if (thread_rendering == THREAD_RENDERING_SYNC) {
+ renderer_sync();
+ return;
+ }
+
+ if (updated) {
+ cmd_queue_swap();
+ return;
+ }
+
+ pthread_mutex_lock(&thread.queue_lock);
+ if (thread.bg_queue->used) {
+ /* 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). */
+ pthread_mutex_unlock(&thread.queue_lock);
+ renderer_wait();
+ pthread_mutex_lock(&thread.queue_lock);
+
+ /* 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;
+ } 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;
+ } 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;
+ } else {
+ /* Everything went normally, so do the normal thing. */
+ }
+
+ pthread_mutex_unlock(&thread.queue_lock);
+}
+
+void renderer_set_interlace(int enable, int is_odd) {
+ real_renderer_set_interlace(enable, is_odd);
+}
+
+void renderer_set_config(const struct rearmed_cbs *cbs) {
+ renderer_sync();
+ thread_rendering = cbs->thread_rendering;
+ if (!thread.running && thread_rendering != THREAD_RENDERING_OFF) {
+ video_thread_start();
+ } else if (thread.running && thread_rendering == THREAD_RENDERING_OFF) {
+ video_thread_stop();
+ }
+ real_renderer_set_config(cbs);
+}
+
+void renderer_notify_res_change(void) {
+ renderer_sync();
+ real_renderer_notify_res_change();
+}
diff --git a/plugins/gpulib/gpulib_thread_if.h b/plugins/gpulib/gpulib_thread_if.h
new file mode 100644
index 0000000..b1ea97f
--- /dev/null
+++ b/plugins/gpulib/gpulib_thread_if.h
@@ -0,0 +1,41 @@
+/**************************************************************************
+* Copyright (C) 2020 The RetroArch Team *
+* *
+* This program is free software; you can redistribute it and/or modify *
+* it under the terms of the GNU General Public License as published by *
+* the Free Software Foundation; either version 2 of the License, or *
+* (at your option) any later version. *
+* *
+* This program is distributed in the hope that it will be useful, *
+* but WITHOUT ANY WARRANTY; without even the implied warranty of *
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+* GNU General Public License for more details. *
+* *
+* You should have received a copy of the GNU General Public License *
+* along with this program; if not, write to the *
+* Free Software Foundation, Inc., *
+* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
+***************************************************************************/
+
+#ifndef __GPULIB_THREAD_H__
+#define __GPULIB_THREAD_H__
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+int real_do_cmd_list(uint32_t *list, int count, int *last_cmd);
+int real_renderer_init(void);
+void real_renderer_finish(void);
+void real_renderer_sync_ecmds(uint32_t * ecmds);
+void real_renderer_update_caches(int x, int y, int w, int h);
+void real_renderer_flush_queues(void);
+void real_renderer_set_interlace(int enable, int is_odd);
+void real_renderer_set_config(const struct rearmed_cbs *config);
+void real_renderer_notify_res_change(void);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* __GPULIB_THREAD_H__ */