Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread in sync-GPU mode) when swapping buffers. It had three implementations: - In GRenderWindow, it didn't actually poll events, just set a flag and emit a signal to indicate that a frame was displayed. - In EmuWindow_SDL2_Hide, it did nothing. - In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong because SDL_PollEvents is supposed to be called on the thread that set up video - in this case, the main thread, which was sleeping in a busyloop (regardless of whether sync-GPU was enabled). On macOS this causes a crash. To fix this: - Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a default implementation that does nothing. - In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have the main thread call SDL_WaitEvent in a loop.
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5d1447897a
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@ -102,8 +102,8 @@ public:
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float render_surface_scale = 1.0f;
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};
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/// Polls window events
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virtual void PollEvents() = 0;
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/// Called from GPU thread when a frame is displayed.
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virtual void OnFrameDisplayed() {}
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/**
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* Returns a GraphicsContext that the frontend provides to be used for rendering.
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@ -151,8 +151,8 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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rasterizer->TickFrame();
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render_window.PollEvents();
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context->SwapBuffers();
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render_window.OnFrameDisplayed();
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}
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void RendererOpenGL::PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer) {
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@ -252,8 +252,6 @@ RendererVulkan::~RendererVulkan() {
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}
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void RendererVulkan::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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render_window.PollEvents();
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if (!framebuffer) {
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return;
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}
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@ -283,7 +281,7 @@ void RendererVulkan::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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rasterizer->TickFrame();
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}
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render_window.PollEvents();
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render_window.OnFrameDisplayed();
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}
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bool RendererVulkan::Init() {
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@ -308,7 +308,7 @@ GRenderWindow::~GRenderWindow() {
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input_subsystem->Shutdown();
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}
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void GRenderWindow::PollEvents() {
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void GRenderWindow::OnFrameDisplayed() {
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if (!first_frame) {
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first_frame = true;
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emit FirstFrameDisplayed();
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@ -131,7 +131,7 @@ public:
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~GRenderWindow() override;
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// EmuWindow implementation.
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void PollEvents() override;
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void OnFrameDisplayed() override;
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bool IsShown() const override;
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std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
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@ -121,11 +121,15 @@ void EmuWindow_SDL2::Fullscreen() {
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SDL_MaximizeWindow(render_window);
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}
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void EmuWindow_SDL2::PollEvents() {
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void EmuWindow_SDL2::WaitEvent() {
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// Called on main thread
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SDL_Event event;
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// SDL_PollEvent returns 0 when there are no more events in the event queue
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while (SDL_PollEvent(&event)) {
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if (!SDL_WaitEvent(&event)) {
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LOG_CRITICAL(Frontend, "SDL_WaitEvent failed: {}", SDL_GetError());
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exit(1);
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}
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switch (event.type) {
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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@ -158,8 +162,7 @@ void EmuWindow_SDL2::PollEvents() {
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case SDL_MOUSEBUTTONUP:
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// ignore if it came from touch
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if (event.button.which != SDL_TOUCH_MOUSEID) {
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OnMouseButton(event.button.button, event.button.state, event.button.x,
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event.button.y);
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OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y);
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}
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break;
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case SDL_FINGERDOWN:
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@ -177,7 +180,6 @@ void EmuWindow_SDL2::PollEvents() {
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default:
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break;
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}
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}
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const u32 current_time = SDL_GetTicks();
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if (current_time > last_time + 2000) {
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@ -23,38 +23,38 @@ public:
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explicit EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem);
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~EmuWindow_SDL2();
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/// Polls window events
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void PollEvents() override;
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/// Whether the window is still open, and a close request hasn't yet been sent
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bool IsOpen() const;
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/// Returns if window is shown (not minimized)
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bool IsShown() const override;
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/// Wait for the next event on the main thread.
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void WaitEvent();
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protected:
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/// Called by PollEvents when a key is pressed or released.
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/// Called by WaitEvent when a key is pressed or released.
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void OnKeyEvent(int key, u8 state);
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/// Called by PollEvents when the mouse moves.
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/// Called by WaitEvent when the mouse moves.
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void OnMouseMotion(s32 x, s32 y);
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/// Called by PollEvents when a mouse button is pressed or released
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/// Called by WaitEvent when a mouse button is pressed or released
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void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
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/// Translates pixel position (0..1) to pixel positions
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std::pair<unsigned, unsigned> TouchToPixelPos(float touch_x, float touch_y) const;
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/// Called by PollEvents when a finger starts touching the touchscreen
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/// Called by WaitEvent when a finger starts touching the touchscreen
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void OnFingerDown(float x, float y);
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/// Called by PollEvents when a finger moves while touching the touchscreen
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/// Called by WaitEvent when a finger moves while touching the touchscreen
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void OnFingerMotion(float x, float y);
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/// Called by PollEvents when a finger stops touching the touchscreen
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/// Called by WaitEvent when a finger stops touching the touchscreen
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void OnFingerUp();
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/// Called by PollEvents when any event that may cause the window to be resized occurs
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/// Called by WaitEvent when any event that may cause the window to be resized occurs
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void OnResize();
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/// Called when user passes the fullscreen parameter flag
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@ -242,7 +242,7 @@ int main(int argc, char** argv) {
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system.Run();
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while (emu_window->IsOpen()) {
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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emu_window->WaitEvent();
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}
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system.Pause();
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system.Shutdown();
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@ -109,8 +109,6 @@ EmuWindow_SDL2_Hide::~EmuWindow_SDL2_Hide() {
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SDL_Quit();
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}
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void EmuWindow_SDL2_Hide::PollEvents() {}
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bool EmuWindow_SDL2_Hide::IsShown() const {
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return false;
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}
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@ -17,9 +17,6 @@ public:
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explicit EmuWindow_SDL2_Hide();
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~EmuWindow_SDL2_Hide();
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/// Polls window events
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void PollEvents() override;
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/// Whether the screen is being shown or not.
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bool IsShown() const override;
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