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Frontends, VideoCore: Move glad initialisation to the frontend

On SDL2 this allows it to use SDL_GL_GetProcAddress() instead of the
default function loader, and fixes a crash when using apitrace with an
EGL context.

On Qt we will need to migrate from QGLWidget to QOpenGLWidget and
QOpenGLContext before we can use gladLoadGLLoader() instead of
gladLoadGL(), since the former doesn’t expose a function loader.
This commit is contained in:
Emmanuel Gil Peyrot 2016-03-19 01:31:01 +00:00
parent 75cbfeee58
commit aa4d4ff23c
3 changed files with 18 additions and 6 deletions

View File

@ -9,6 +9,8 @@
#define SDL_MAIN_HANDLED #define SDL_MAIN_HANDLED
#include <SDL.h> #include <SDL.h>
#include <glad/glad.h>
#include "common/key_map.h" #include "common/key_map.h"
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/scm_rev.h" #include "common/scm_rev.h"
@ -98,6 +100,11 @@ EmuWindow_SDL2::EmuWindow_SDL2() {
exit(1); exit(1);
} }
if (!gladLoadGLLoader(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
LOG_CRITICAL(Frontend, "Failed to initialize GL functions! Exiting...");
exit(1);
}
OnResize(); OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size); OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents(); SDL_PumpEvents();

View File

@ -6,6 +6,9 @@
#include <memory> #include <memory>
#include <thread> #include <thread>
#include <glad/glad.h>
#define QT_NO_OPENGL
#include <QDesktopWidget> #include <QDesktopWidget>
#include <QtGui> #include <QtGui>
#include <QFileDialog> #include <QFileDialog>
@ -240,6 +243,14 @@ bool GMainWindow::InitializeSystem() {
if (emu_thread != nullptr) if (emu_thread != nullptr)
ShutdownGame(); ShutdownGame();
render_window->MakeCurrent();
if (!gladLoadGL()) {
QMessageBox::critical(this, tr("Error while starting Citra!"),
tr("Failed to initialize the video core!\n\n"
"Please ensure that your GPU supports OpenGL 3.3 and that you have the latest graphics driver."));
return false;
}
// Initialize the core emulation // Initialize the core emulation
System::Result system_result = System::Init(render_window); System::Result system_result = System::Init(render_window);
if (System::Result::Success != system_result) { if (System::Result::Success != system_result) {

View File

@ -473,12 +473,6 @@ static void DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity,
bool RendererOpenGL::Init() { bool RendererOpenGL::Init() {
render_window->MakeCurrent(); render_window->MakeCurrent();
// TODO: Make frontends initialize this, so they can use gladLoadGLLoader with their own loaders
if (!gladLoadGL()) {
LOG_CRITICAL(Render_OpenGL, "Failed to initialize GL functions! Exiting...");
exit(-1);
}
if (GLAD_GL_KHR_debug) { if (GLAD_GL_KHR_debug) {
glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(DebugHandler, nullptr); glDebugMessageCallback(DebugHandler, nullptr);