mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-11 04:35:05 +01:00
Fix MakeCurrent and shader issues with AMD 22.7 driver
This commit is contained in:
parent
6764264488
commit
ff81fb04b4
@ -30,7 +30,6 @@ SharedContext_SDL2::SharedContext_SDL2() {
|
||||
}
|
||||
|
||||
SharedContext_SDL2::~SharedContext_SDL2() {
|
||||
DoneCurrent();
|
||||
SDL_GL_DeleteContext(context);
|
||||
SDL_DestroyWindow(window);
|
||||
}
|
||||
@ -185,6 +184,7 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
|
||||
|
||||
window_context = SDL_GL_CreateContext(render_window);
|
||||
core_context = CreateSharedContext();
|
||||
last_saved_context = nullptr;
|
||||
|
||||
if (window_context == nullptr) {
|
||||
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
|
||||
@ -222,6 +222,14 @@ std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2::CreateSharedContext()
|
||||
return std::make_unique<SharedContext_SDL2>();
|
||||
}
|
||||
|
||||
void EmuWindow_SDL2::SaveContext() {
|
||||
last_saved_context = SDL_GL_GetCurrentContext();
|
||||
}
|
||||
|
||||
void EmuWindow_SDL2::RestoreContext() {
|
||||
SDL_GL_MakeCurrent(render_window, last_saved_context);
|
||||
}
|
||||
|
||||
void EmuWindow_SDL2::Present() {
|
||||
SDL_GL_MakeCurrent(render_window, window_context);
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
|
@ -49,6 +49,11 @@ public:
|
||||
/// Creates a new context that is shared with the current context
|
||||
std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
|
||||
|
||||
/// Saves the current context, for the purpose of e.g. creating new shared contexts
|
||||
void SaveContext() override;
|
||||
/// Restores the context previously saved
|
||||
void RestoreContext() override;
|
||||
|
||||
private:
|
||||
/// Called by PollEvents when a key is pressed or released.
|
||||
void OnKeyEvent(int key, u8 state);
|
||||
@ -94,6 +99,9 @@ private:
|
||||
/// The OpenGL context associated with the window
|
||||
SDL_GLContext window_context;
|
||||
|
||||
/// Used by SaveContext and RestoreContext
|
||||
SDL_GLContext last_saved_context;
|
||||
|
||||
/// The OpenGL context associated with the core
|
||||
std::unique_ptr<Frontend::GraphicsContext> core_context;
|
||||
|
||||
|
@ -53,6 +53,8 @@ void EmuThread::run() {
|
||||
|
||||
emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
|
||||
|
||||
core_context.MakeCurrent();
|
||||
|
||||
if (Core::System::GetInstance().frame_limiter.IsFrameAdvancing()) {
|
||||
// Usually the loading screen is hidden after the first frame is drawn. In this case
|
||||
// we hide it immediately as we need to wait for user input to start the emulation.
|
||||
|
@ -111,6 +111,16 @@ public:
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
/**
|
||||
* Save current GraphicsContext.
|
||||
*/
|
||||
virtual void SaveContext() {};
|
||||
|
||||
/**
|
||||
* Restore saved GraphicsContext.
|
||||
*/
|
||||
virtual void RestoreContext() {};
|
||||
|
||||
/**
|
||||
* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
|
||||
* @param framebuffer_x Framebuffer x-coordinate that was pressed
|
||||
|
@ -706,6 +706,8 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
|
||||
const std::size_t bucket_size{load_raws_size / num_workers};
|
||||
std::vector<std::unique_ptr<Frontend::GraphicsContext>> contexts(num_workers);
|
||||
std::vector<std::thread> threads(num_workers);
|
||||
|
||||
emu_window.SaveContext();
|
||||
for (std::size_t i = 0; i < num_workers; ++i) {
|
||||
const bool is_last_worker = i + 1 == num_workers;
|
||||
const std::size_t start{bucket_size * i};
|
||||
@ -713,11 +715,14 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
|
||||
|
||||
// On some platforms the shared context has to be created from the GUI thread
|
||||
contexts[i] = emu_window.CreateSharedContext();
|
||||
// Release the context, so it can be immediately used by the spawned thread
|
||||
contexts[i]->DoneCurrent();
|
||||
threads[i] = std::thread(LoadRawSepareble, contexts[i].get(), start, end);
|
||||
}
|
||||
for (auto& thread : threads) {
|
||||
thread.join();
|
||||
}
|
||||
emu_window.RestoreContext();
|
||||
|
||||
if (compilation_failed) {
|
||||
disk_cache.InvalidateAll();
|
||||
|
@ -26,7 +26,7 @@ GLuint LoadShader(const char* source, GLenum type) {
|
||||
#extension GL_EXT_clip_cull_distance : enable
|
||||
#endif // defined(GL_EXT_clip_cull_distance)
|
||||
)"
|
||||
: "#version 330\n";
|
||||
: "#version 430\n";
|
||||
|
||||
const char* debug_type;
|
||||
switch (type) {
|
||||
|
Loading…
Reference in New Issue
Block a user