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Merge pull request #3430 from bunnei/split-presenter
Port citra-emu/citra#4940: "Split Presentation thread from Render thread"
This commit is contained in:
@ -131,8 +131,8 @@ 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_window_context.cpp
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frontend/scope_acquire_window_context.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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@ -24,6 +24,7 @@
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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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@ -184,6 +185,8 @@ 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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@ -26,9 +26,6 @@ public:
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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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/// Swap buffers to display the next frame
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virtual void SwapBuffers() = 0;
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};
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/**
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@ -29,6 +29,7 @@ enum class AspectRatio {
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struct FramebufferLayout {
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u32 width{ScreenUndocked::Width};
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u32 height{ScreenUndocked::Height};
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bool is_srgb{};
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Common::Rectangle<u32> screen;
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18
src/core/frontend/scope_acquire_context.cpp
Normal file
18
src/core/frontend/scope_acquire_context.cpp
Normal file
@ -0,0 +1,18 @@
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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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@ -8,16 +8,16 @@
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namespace Core::Frontend {
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class EmuWindow;
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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 ScopeAcquireWindowContext : NonCopyable {
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class ScopeAcquireContext : NonCopyable {
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public:
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explicit ScopeAcquireWindowContext(Core::Frontend::EmuWindow& window);
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~ScopeAcquireWindowContext();
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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::EmuWindow& emu_window;
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Core::Frontend::GraphicsContext& context;
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};
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} // namespace Core::Frontend
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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_window_context.h"
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namespace Core::Frontend {
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ScopeAcquireWindowContext::ScopeAcquireWindowContext(Core::Frontend::EmuWindow& emu_window_)
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: emu_window{emu_window_} {
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emu_window.MakeCurrent();
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}
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ScopeAcquireWindowContext::~ScopeAcquireWindowContext() {
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emu_window.DoneCurrent();
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}
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} // namespace Core::Frontend
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@ -94,6 +94,7 @@ void LogSettings() {
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LogSetting("Renderer_UseAccurateGpuEmulation", Settings::values.use_accurate_gpu_emulation);
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LogSetting("Renderer_UseAsynchronousGpuEmulation",
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Settings::values.use_asynchronous_gpu_emulation);
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LogSetting("Renderer_UseVsync", Settings::values.use_vsync);
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LogSetting("Audio_OutputEngine", Settings::values.sink_id);
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LogSetting("Audio_EnableAudioStretching", Settings::values.enable_audio_stretching);
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LogSetting("Audio_OutputDevice", Settings::values.audio_device_id);
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@ -435,6 +435,7 @@ struct Values {
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bool use_disk_shader_cache;
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bool use_accurate_gpu_emulation;
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bool use_asynchronous_gpu_emulation;
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bool use_vsync;
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bool force_30fps_mode;
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float bg_red;
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@ -188,6 +188,7 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
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Settings::values.use_accurate_gpu_emulation);
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AddField(field_type, "Renderer_UseAsynchronousGpuEmulation",
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Settings::values.use_asynchronous_gpu_emulation);
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AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync);
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AddField(field_type, "System_UseDockedMode", Settings::values.use_docked_mode);
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}
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