frontend: sdl2: emu_window: Implement separate presentation thread.

This commit is contained in:
bunnei
2020-02-17 15:35:14 -05:00
parent dc672ca4b3
commit 2e16c23784
10 changed files with 79 additions and 62 deletions

View File

@ -13,24 +13,25 @@
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "common/string_util.h"
#include "core/core.h"
#include "core/settings.h"
#include "input_common/keyboard.h"
#include "input_common/main.h"
#include "input_common/motion_emu.h"
#include "video_core/renderer_base.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2_gl.h"
class SDLGLContext : public Core::Frontend::GraphicsContext {
public:
explicit SDLGLContext() {
// create a hidden window to make the shared context against
window = SDL_CreateWindow("", SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
}
~SDLGLContext() {
DoneCurrent();
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
@ -43,8 +44,6 @@ public:
SDL_GL_MakeCurrent(window, nullptr);
}
void SwapBuffers() override {}
private:
SDL_Window* window;
SDL_GLContext context;
@ -80,7 +79,8 @@ bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
return unsupported_ext.empty();
}
EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscreen) {
EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(Core::System& system, bool fullscreen)
: EmuWindow_SDL2{system, fullscreen} {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
@ -90,6 +90,7 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscree
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_SetSwapInterval(0);
std::string window_title = fmt::format("yuzu {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
@ -105,13 +106,22 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscree
exit(1);
}
dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
if (fullscreen) {
Fullscreen();
}
gl_context = SDL_GL_CreateContext(render_window);
if (gl_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context! {}", SDL_GetError());
window_context = SDL_GL_CreateContext(render_window);
core_context = CreateSharedContext();
if (window_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
exit(1);
}
if (core_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
exit(1);
}
@ -128,28 +138,22 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscree
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
SDL_GL_SetSwapInterval(false);
LOG_INFO(Frontend, "yuzu Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch,
Common::g_scm_desc);
Settings::LogSettings();
DoneCurrent();
}
EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
SDL_GL_DeleteContext(gl_context);
}
void EmuWindow_SDL2_GL::SwapBuffers() {
SDL_GL_SwapWindow(render_window);
core_context.reset();
SDL_GL_DeleteContext(window_context);
}
void EmuWindow_SDL2_GL::MakeCurrent() {
SDL_GL_MakeCurrent(render_window, gl_context);
core_context->MakeCurrent();
}
void EmuWindow_SDL2_GL::DoneCurrent() {
SDL_GL_MakeCurrent(render_window, nullptr);
core_context->DoneCurrent();
}
void EmuWindow_SDL2_GL::RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
@ -161,3 +165,13 @@ void EmuWindow_SDL2_GL::RetrieveVulkanHandlers(void* get_instance_proc_addr, voi
std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
return std::make_unique<SDLGLContext>();
}
void EmuWindow_SDL2_GL::Present() {
SDL_GL_MakeCurrent(render_window, window_context);
SDL_GL_SetSwapInterval(Settings::values.use_vsync ? 1 : 0);
while (IsOpen()) {
system.Renderer().TryPresent(100);
SDL_GL_SwapWindow(render_window);
}
SDL_GL_MakeCurrent(render_window, nullptr);
}