yuzu-emu
/
yuzu-android
Archived
1
0
Fork 0

Merge pull request #2054 from bunnei/scope-context-refactor

frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl.
This commit is contained in:
bunnei 2019-01-23 21:20:08 -05:00 committed by GitHub
commit f574d324e7
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 54 additions and 36 deletions

View File

@ -95,6 +95,8 @@ add_library(core STATIC
frontend/framebuffer_layout.cpp
frontend/framebuffer_layout.h
frontend/input.h
frontend/scope_acquire_window_context.cpp
frontend/scope_acquire_window_context.h
gdbstub/gdbstub.cpp
gdbstub/gdbstub.h
hle/ipc.h

View File

@ -0,0 +1,18 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "core/frontend/emu_window.h"
#include "core/frontend/scope_acquire_window_context.h"
namespace Core::Frontend {
ScopeAcquireWindowContext::ScopeAcquireWindowContext(Core::Frontend::EmuWindow& emu_window_)
: emu_window{emu_window_} {
emu_window.MakeCurrent();
}
ScopeAcquireWindowContext::~ScopeAcquireWindowContext() {
emu_window.DoneCurrent();
}
} // namespace Core::Frontend

View File

@ -0,0 +1,23 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
namespace Core::Frontend {
class EmuWindow;
/// Helper class to acquire/release window context within a given scope
class ScopeAcquireWindowContext : NonCopyable {
public:
explicit ScopeAcquireWindowContext(Core::Frontend::EmuWindow& window);
~ScopeAcquireWindowContext();
private:
Core::Frontend::EmuWindow& emu_window;
};
} // namespace Core::Frontend

View File

@ -643,8 +643,6 @@ void RasterizerOpenGL::Clear() {
return;
}
ScopeAcquireGLContext acquire_context{emu_window};
ConfigureFramebuffers(clear_state, use_color, use_depth || use_stencil, false,
regs.clear_buffers.RT.Value());
if (regs.clear_flags.scissor) {
@ -678,8 +676,6 @@ void RasterizerOpenGL::DrawArrays() {
auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
const auto& regs = gpu.regs;
ScopeAcquireGLContext acquire_context{emu_window};
ConfigureFramebuffers(state);
SyncColorMask();
SyncFragmentColorClampState();

View File

@ -14,6 +14,7 @@
#include "core/core.h"
#include "core/core_timing.h"
#include "core/frontend/emu_window.h"
#include "core/frontend/scope_acquire_window_context.h"
#include "core/memory.h"
#include "core/perf_stats.h"
#include "core/settings.h"
@ -97,18 +98,6 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
return matrix;
}
ScopeAcquireGLContext::ScopeAcquireGLContext(Core::Frontend::EmuWindow& emu_window_)
: emu_window{emu_window_} {
if (Settings::values.use_multi_core) {
emu_window.MakeCurrent();
}
}
ScopeAcquireGLContext::~ScopeAcquireGLContext() {
if (Settings::values.use_multi_core) {
emu_window.DoneCurrent();
}
}
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& window)
: VideoCore::RendererBase{window} {}
@ -117,7 +106,6 @@ RendererOpenGL::~RendererOpenGL() = default;
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers(
std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
ScopeAcquireGLContext acquire_context{render_window};
Core::System::GetInstance().GetPerfStats().EndSystemFrame();
@ -506,7 +494,7 @@ static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum
/// Initialize the renderer
bool RendererOpenGL::Init() {
ScopeAcquireGLContext acquire_context{render_window};
Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window};
if (GLAD_GL_KHR_debug) {
glEnable(GL_DEBUG_OUTPUT);

View File

@ -39,16 +39,6 @@ struct ScreenInfo {
TextureInfo texture;
};
/// Helper class to acquire/release OpenGL context within a given scope
class ScopeAcquireGLContext : NonCopyable {
public:
explicit ScopeAcquireGLContext(Core::Frontend::EmuWindow& window);
~ScopeAcquireGLContext();
private:
Core::Frontend::EmuWindow& emu_window;
};
class RendererOpenGL : public VideoCore::RendererBase {
public:
explicit RendererOpenGL(Core::Frontend::EmuWindow& window);

View File

@ -14,6 +14,7 @@
#include "configuration/configure_per_general.h"
#include "core/file_sys/vfs.h"
#include "core/file_sys/vfs_real.h"
#include "core/frontend/scope_acquire_window_context.h"
#include "core/hle/service/acc/profile_manager.h"
#include "core/hle/service/am/applets/applets.h"
#include "core/hle/service/hid/controllers/npad.h"
@ -747,14 +748,16 @@ bool GMainWindow::LoadROM(const QString& filename) {
ShutdownGame();
render_window->InitRenderTarget();
render_window->MakeCurrent();
{
Core::Frontend::ScopeAcquireWindowContext acquire_context{*render_window};
if (!gladLoadGL()) {
QMessageBox::critical(this, tr("Error while initializing OpenGL 4.3 Core!"),
tr("Your GPU may not support OpenGL 4.3, or you do not "
"have the latest graphics driver."));
return false;
}
}
QStringList unsupported_gl_extensions = GetUnsupportedGLExtensions();
if (!unsupported_gl_extensions.empty()) {
@ -794,8 +797,6 @@ bool GMainWindow::LoadROM(const QString& filename) {
"wiki</a>. This message will not be shown again."));
}
render_window->DoneCurrent();
if (result != Core::System::ResultStatus::Success) {
switch (result) {
case Core::System::ResultStatus::ErrorGetLoader: