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authorJames Rowe <jroweboy@gmail.com>2020-03-24 20:58:49 -0600
committerJames Rowe <jroweboy@gmail.com>2020-03-24 21:03:42 -0600
commit282adfc70b5d7d958d564bfda0227bb3fbd8d110 (patch)
tree2a98e3bedec2e7fdb33478814a73be664661aecc /src/yuzu_cmd
parent6ca8637d4c42c9d9001e59092f62e56e99c1fe9c (diff)
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
Diffstat (limited to 'src/yuzu_cmd')
-rw-r--r--src/yuzu_cmd/emu_window/emu_window_sdl2_gl.cpp8
-rw-r--r--src/yuzu_cmd/emu_window/emu_window_sdl2_gl.h2
-rw-r--r--src/yuzu_cmd/emu_window/emu_window_sdl2_vk.cpp8
-rw-r--r--src/yuzu_cmd/emu_window/emu_window_sdl2_vk.h2
-rw-r--r--src/yuzu_cmd/yuzu.cpp11
5 files changed, 2 insertions, 29 deletions
diff --git a/src/yuzu_cmd/emu_window/emu_window_sdl2_gl.cpp b/src/yuzu_cmd/emu_window/emu_window_sdl2_gl.cpp
index c0d373477..ee61179a0 100644
--- a/src/yuzu_cmd/emu_window/emu_window_sdl2_gl.cpp
+++ b/src/yuzu_cmd/emu_window/emu_window_sdl2_gl.cpp
@@ -148,14 +148,6 @@ EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
SDL_GL_DeleteContext(window_context);
}
-void EmuWindow_SDL2_GL::MakeCurrent() {
- core_context->MakeCurrent();
-}
-
-void EmuWindow_SDL2_GL::DoneCurrent() {
- core_context->DoneCurrent();
-}
-
void EmuWindow_SDL2_GL::RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
void* surface) const {
// Should not have been called from OpenGL
diff --git a/src/yuzu_cmd/emu_window/emu_window_sdl2_gl.h b/src/yuzu_cmd/emu_window/emu_window_sdl2_gl.h
index b80669ff0..e092021d7 100644
--- a/src/yuzu_cmd/emu_window/emu_window_sdl2_gl.h
+++ b/src/yuzu_cmd/emu_window/emu_window_sdl2_gl.h
@@ -13,8 +13,6 @@ public:
explicit EmuWindow_SDL2_GL(Core::System& system, bool fullscreen);
~EmuWindow_SDL2_GL();
- void MakeCurrent() override;
- void DoneCurrent() override;
void Present() override;
/// Ignored in OpenGL
diff --git a/src/yuzu_cmd/emu_window/emu_window_sdl2_vk.cpp b/src/yuzu_cmd/emu_window/emu_window_sdl2_vk.cpp
index abcc58165..46d053f04 100644
--- a/src/yuzu_cmd/emu_window/emu_window_sdl2_vk.cpp
+++ b/src/yuzu_cmd/emu_window/emu_window_sdl2_vk.cpp
@@ -111,14 +111,6 @@ EmuWindow_SDL2_VK::~EmuWindow_SDL2_VK() {
vkDestroyInstance(vk_instance, nullptr);
}
-void EmuWindow_SDL2_VK::MakeCurrent() {
- // Unused on Vulkan
-}
-
-void EmuWindow_SDL2_VK::DoneCurrent() {
- // Unused on Vulkan
-}
-
void EmuWindow_SDL2_VK::RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
void* surface) const {
const auto instance_proc_addr = vkGetInstanceProcAddr;
diff --git a/src/yuzu_cmd/emu_window/emu_window_sdl2_vk.h b/src/yuzu_cmd/emu_window/emu_window_sdl2_vk.h
index 1eb8c0868..3dd1f3f61 100644
--- a/src/yuzu_cmd/emu_window/emu_window_sdl2_vk.h
+++ b/src/yuzu_cmd/emu_window/emu_window_sdl2_vk.h
@@ -13,8 +13,6 @@ public:
explicit EmuWindow_SDL2_VK(Core::System& system, bool fullscreen);
~EmuWindow_SDL2_VK();
- void MakeCurrent() override;
- void DoneCurrent() override;
void Present() override;
void RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
void* surface) const override;
diff --git a/src/yuzu_cmd/yuzu.cpp b/src/yuzu_cmd/yuzu.cpp
index babf4c3a4..e5db7d819 100644
--- a/src/yuzu_cmd/yuzu.cpp
+++ b/src/yuzu_cmd/yuzu.cpp
@@ -232,15 +232,8 @@ int main(int argc, char** argv) {
system.Renderer().Rasterizer().LoadDiskResources();
- // Acquire render context for duration of the thread if this is the rendering thread
- if (!Settings::values.use_asynchronous_gpu_emulation) {
- emu_window->MakeCurrent();
- }
- SCOPE_EXIT({
- if (!Settings::values.use_asynchronous_gpu_emulation) {
- emu_window->DoneCurrent();
- }
- });
+ // Core is loaded, start the GPU (makes the GPU contexts current to this thread)
+ system.GPU().Start();
std::thread render_thread([&emu_window] { emu_window->Present(); });
while (emu_window->IsOpen()) {