Merge pull request #3552 from jroweboy/single-context
Refactor Context management (Fixes renderdoc on opengl issues)
This commit is contained in:
commit
825a6e2615
32 changed files with 388 additions and 453 deletions
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@ -131,8 +131,6 @@ add_library(core STATIC
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frontend/framebuffer_layout.cpp
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frontend/framebuffer_layout.h
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frontend/input.h
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frontend/scope_acquire_context.cpp
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frontend/scope_acquire_context.h
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gdbstub/gdbstub.cpp
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gdbstub/gdbstub.h
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hardware_interrupt_manager.cpp
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@ -24,7 +24,6 @@
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#include "core/file_sys/sdmc_factory.h"
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#include "core/file_sys/vfs_concat.h"
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#include "core/file_sys/vfs_real.h"
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#include "core/frontend/scope_acquire_context.h"
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#include "core/gdbstub/gdbstub.h"
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#include "core/hardware_interrupt_manager.h"
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#include "core/hle/kernel/client_port.h"
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@ -168,13 +167,12 @@ struct System::Impl {
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Service::Init(service_manager, system);
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GDBStub::DeferStart();
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renderer = VideoCore::CreateRenderer(emu_window, system);
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if (!renderer->Init()) {
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interrupt_manager = std::make_unique<Core::Hardware::InterruptManager>(system);
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gpu_core = VideoCore::CreateGPU(emu_window, system);
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if (!gpu_core) {
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return ResultStatus::ErrorVideoCore;
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}
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interrupt_manager = std::make_unique<Core::Hardware::InterruptManager>(system);
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gpu_core = VideoCore::CreateGPU(system);
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renderer->Rasterizer().SetupDirtyFlags();
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gpu_core->Renderer().Rasterizer().SetupDirtyFlags();
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is_powered_on = true;
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exit_lock = false;
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@ -186,8 +184,6 @@ struct System::Impl {
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ResultStatus Load(System& system, Frontend::EmuWindow& emu_window,
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const std::string& filepath) {
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Core::Frontend::ScopeAcquireContext acquire_context{emu_window};
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app_loader = Loader::GetLoader(GetGameFileFromPath(virtual_filesystem, filepath));
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if (!app_loader) {
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LOG_CRITICAL(Core, "Failed to obtain loader for {}!", filepath);
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@ -216,10 +212,6 @@ struct System::Impl {
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AddGlueRegistrationForProcess(*app_loader, *main_process);
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kernel.MakeCurrentProcess(main_process.get());
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// Main process has been loaded and been made current.
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// Begin GPU and CPU execution.
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gpu_core->Start();
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// Initialize cheat engine
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if (cheat_engine) {
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cheat_engine->Initialize();
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@ -277,7 +269,6 @@ struct System::Impl {
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}
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// Shutdown emulation session
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renderer.reset();
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GDBStub::Shutdown();
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Service::Shutdown();
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service_manager.reset();
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@ -353,7 +344,6 @@ struct System::Impl {
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Service::FileSystem::FileSystemController fs_controller;
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/// AppLoader used to load the current executing application
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std::unique_ptr<Loader::AppLoader> app_loader;
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std::unique_ptr<VideoCore::RendererBase> renderer;
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std::unique_ptr<Tegra::GPU> gpu_core;
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std::unique_ptr<Hardware::InterruptManager> interrupt_manager;
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Memory::Memory memory;
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@ -536,11 +526,11 @@ const Core::Hardware::InterruptManager& System::InterruptManager() const {
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}
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VideoCore::RendererBase& System::Renderer() {
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return *impl->renderer;
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return impl->gpu_core->Renderer();
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}
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const VideoCore::RendererBase& System::Renderer() const {
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return *impl->renderer;
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return impl->gpu_core->Renderer();
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}
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Kernel::KernelCore& System::Kernel() {
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@ -13,19 +13,39 @@
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namespace Core::Frontend {
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/**
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* Represents a graphics context that can be used for background computation or drawing. If the
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* graphics backend doesn't require the context, then the implementation of these methods can be
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* stubs
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* Represents a drawing context that supports graphics operations.
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*/
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class GraphicsContext {
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public:
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virtual ~GraphicsContext();
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/// Inform the driver to swap the front/back buffers and present the current image
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virtual void SwapBuffers() {}
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/// Makes the graphics context current for the caller thread
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virtual void MakeCurrent() = 0;
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virtual void MakeCurrent() {}
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/// Releases (dunno if this is the "right" word) the context from the caller thread
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virtual void DoneCurrent() = 0;
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virtual void DoneCurrent() {}
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class Scoped {
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public:
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explicit Scoped(GraphicsContext& context_) : context(context_) {
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context.MakeCurrent();
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}
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~Scoped() {
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context.DoneCurrent();
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}
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private:
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GraphicsContext& context;
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};
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/// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
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/// ends
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Scoped Acquire() {
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return Scoped{*this};
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}
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};
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/**
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@ -46,7 +66,7 @@ public:
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* - DO NOT TREAT THIS CLASS AS A GUI TOOLKIT ABSTRACTION LAYER. That's not what it is. Please
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* re-read the upper points again and think about it if you don't see this.
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*/
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class EmuWindow : public GraphicsContext {
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class EmuWindow {
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public:
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/// Data structure to store emuwindow configuration
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struct WindowConfig {
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@ -60,17 +80,9 @@ public:
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virtual void PollEvents() = 0;
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/**
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* Returns a GraphicsContext that the frontend provides that is shared with the emu window. This
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* context can be used from other threads for background graphics computation. If the frontend
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* is using a graphics backend that doesn't need anything specific to run on a different thread,
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* then it can use a stubbed implemenation for GraphicsContext.
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*
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* If the return value is null, then the core should assume that the frontend cannot provide a
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* Shared Context
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* Returns a GraphicsContext that the frontend provides to be used for rendering.
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*/
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virtual std::unique_ptr<GraphicsContext> CreateSharedContext() const {
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return nullptr;
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}
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virtual std::unique_ptr<GraphicsContext> CreateSharedContext() const = 0;
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/// Returns if window is shown (not minimized)
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virtual bool IsShown() const = 0;
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@ -1,18 +0,0 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "core/frontend/emu_window.h"
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#include "core/frontend/scope_acquire_context.h"
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namespace Core::Frontend {
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ScopeAcquireContext::ScopeAcquireContext(Core::Frontend::GraphicsContext& context)
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: context{context} {
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context.MakeCurrent();
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}
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ScopeAcquireContext::~ScopeAcquireContext() {
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context.DoneCurrent();
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}
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} // namespace Core::Frontend
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@ -1,23 +0,0 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/common_types.h"
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namespace Core::Frontend {
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class GraphicsContext;
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/// Helper class to acquire/release window context within a given scope
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class ScopeAcquireContext : NonCopyable {
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public:
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explicit ScopeAcquireContext(Core::Frontend::GraphicsContext& context);
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~ScopeAcquireContext();
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private:
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Core::Frontend::GraphicsContext& context;
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};
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} // namespace Core::Frontend
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