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qt: Partially fix Wayland support. (#7054)
* qt: Partially fix Wayland on NVIDIA. * qt: Fix Vulkan under Wayland. Showing and hiding the window here messes up the surface, causing an instant crash on load. * qt: Properly set up GLES context when requested.
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2 changed files with 36 additions and 11 deletions
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@ -2,8 +2,6 @@
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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 <glad/glad.h>
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#include <QApplication>
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#include <QHBoxLayout>
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#include <QKeyEvent>
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@ -29,6 +27,8 @@
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#include "video_core/video_core.h"
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#ifdef HAS_OPENGL
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#include <glad/glad.h>
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#include <QOffscreenSurface>
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#include <QOpenGLContext>
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#endif
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@ -144,7 +144,13 @@ public:
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explicit OpenGLSharedContext() {
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QSurfaceFormat format;
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format.setVersion(4, 3);
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if (Settings::values.use_gles) {
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format.setRenderableType(QSurfaceFormat::RenderableType::OpenGLES);
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format.setVersion(3, 2);
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} else {
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format.setRenderableType(QSurfaceFormat::RenderableType::OpenGL);
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format.setVersion(4, 3);
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}
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format.setProfile(QSurfaceFormat::CoreProfile);
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if (Settings::values.renderer_debug) {
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@ -364,7 +370,8 @@ static Frontend::WindowSystemType GetWindowSystemType() {
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return Frontend::WindowSystemType::Windows;
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else if (platform_name == QStringLiteral("xcb"))
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return Frontend::WindowSystemType::X11;
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else if (platform_name == QStringLiteral("wayland"))
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else if (platform_name == QStringLiteral("wayland") ||
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platform_name == QStringLiteral("wayland-egl"))
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return Frontend::WindowSystemType::Wayland;
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else if (platform_name == QStringLiteral("cocoa") || platform_name == QStringLiteral("ios"))
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return Frontend::WindowSystemType::MacOS;
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@ -413,7 +420,8 @@ GRenderWindow::GRenderWindow(QWidget* parent_, EmuThread* emu_thread_, Core::Sys
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setLayout(layout);
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this->setMouseTracking(true);
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strict_context_required = QGuiApplication::platformName() == QStringLiteral("wayland");
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strict_context_required = QGuiApplication::platformName() == QStringLiteral("wayland") ||
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QGuiApplication::platformName() == QStringLiteral("wayland-egl");
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GMainWindow* parent = GetMainWindow();
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connect(this, &GRenderWindow::FirstFrameDisplayed, parent, &GMainWindow::OnLoadComplete);
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@ -721,10 +729,19 @@ void GRenderWindow::InitializeSoftware() {
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main_context = std::make_unique<DummyContext>();
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}
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#ifdef HAS_OPENGL
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static void* GetProcAddressGL(const char* name) {
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return reinterpret_cast<void*>(QOpenGLContext::currentContext()->getProcAddress(name));
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}
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#endif
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bool GRenderWindow::LoadOpenGL() {
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#ifdef HAS_OPENGL
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auto context = CreateSharedContext();
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auto scope = context->Acquire();
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if (!gladLoadGL()) {
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auto gl_load_func = Settings::values.use_gles ? gladLoadGLES2Loader : gladLoadGLLoader;
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if (!gl_load_func(GetProcAddressGL)) {
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QMessageBox::warning(
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this, tr("Error while initializing OpenGL!"),
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tr("Your GPU may not support OpenGL, or you do not have the latest graphics driver."));
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@ -734,16 +751,28 @@ bool GRenderWindow::LoadOpenGL() {
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const QString renderer =
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QString::fromUtf8(reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
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if (!GLAD_GL_VERSION_4_3) {
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if (!Settings::values.use_gles && !GLAD_GL_VERSION_4_3) {
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LOG_ERROR(Frontend, "GPU does not support OpenGL 4.3: {}", renderer.toStdString());
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QMessageBox::warning(this, tr("Error while initializing OpenGL 4.3!"),
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tr("Your GPU may not support OpenGL 4.3, or you do not have the "
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"latest graphics driver.<br><br>GL Renderer:<br>%1")
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.arg(renderer));
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return false;
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} else if (Settings::values.use_gles && !GLAD_GL_ES_VERSION_3_2) {
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LOG_ERROR(Frontend, "GPU does not support OpenGL ES 3.2: {}", renderer.toStdString());
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QMessageBox::warning(this, tr("Error while initializing OpenGL ES 3.2!"),
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tr("Your GPU may not support OpenGL ES 3.2, or you do not have the "
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"latest graphics driver.<br><br>GL Renderer:<br>%1")
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.arg(renderer));
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return false;
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}
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return true;
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#else
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QMessageBox::warning(this, tr("OpenGL not available!"),
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tr("Citra has not been compiled with OpenGL support."));
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return false;
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#endif
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}
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void GRenderWindow::OnEmulationStarting(EmuThread* emu_thread) {
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@ -1270,10 +1270,6 @@ void GMainWindow::BootGame(const QString& filename) {
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setMouseTracking(true);
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}
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// show and hide the render_window to create the context
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render_window->show();
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render_window->hide();
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loading_screen->Prepare(system.GetAppLoader());
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loading_screen->show();
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