Frontend/GPU: Refactor context management
Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result
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6ca8637d4c
commit
282adfc70b
29 changed files with 362 additions and 419 deletions
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@ -148,14 +148,6 @@ EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
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SDL_GL_DeleteContext(window_context);
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}
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void EmuWindow_SDL2_GL::MakeCurrent() {
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core_context->MakeCurrent();
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}
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void EmuWindow_SDL2_GL::DoneCurrent() {
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core_context->DoneCurrent();
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}
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void EmuWindow_SDL2_GL::RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
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void* surface) const {
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// Should not have been called from OpenGL
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@ -13,8 +13,6 @@ public:
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explicit EmuWindow_SDL2_GL(Core::System& system, bool fullscreen);
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~EmuWindow_SDL2_GL();
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void MakeCurrent() override;
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void DoneCurrent() override;
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void Present() override;
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/// Ignored in OpenGL
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@ -111,14 +111,6 @@ EmuWindow_SDL2_VK::~EmuWindow_SDL2_VK() {
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vkDestroyInstance(vk_instance, nullptr);
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}
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void EmuWindow_SDL2_VK::MakeCurrent() {
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// Unused on Vulkan
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}
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void EmuWindow_SDL2_VK::DoneCurrent() {
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// Unused on Vulkan
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}
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void EmuWindow_SDL2_VK::RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
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void* surface) const {
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const auto instance_proc_addr = vkGetInstanceProcAddr;
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@ -13,8 +13,6 @@ public:
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explicit EmuWindow_SDL2_VK(Core::System& system, bool fullscreen);
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~EmuWindow_SDL2_VK();
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void MakeCurrent() override;
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void DoneCurrent() override;
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void Present() override;
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void RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
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void* surface) const override;
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@ -232,15 +232,8 @@ int main(int argc, char** argv) {
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system.Renderer().Rasterizer().LoadDiskResources();
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// Acquire render context for duration of the thread if this is the rendering thread
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if (!Settings::values.use_asynchronous_gpu_emulation) {
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emu_window->MakeCurrent();
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}
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SCOPE_EXIT({
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if (!Settings::values.use_asynchronous_gpu_emulation) {
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emu_window->DoneCurrent();
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}
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});
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// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
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system.GPU().Start();
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std::thread render_thread([&emu_window] { emu_window->Present(); });
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while (emu_window->IsOpen()) {
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