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https://github.com/Lime3DS/Lime3DS
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Frontends, VideoCore: Move glad initialisation to the frontend
On SDL2 this allows it to use SDL_GL_GetProcAddress() instead of the default function loader, and fixes a crash when using apitrace with an EGL context. On Qt we will need to migrate from QGLWidget to QOpenGLWidget and QOpenGLContext before we can use gladLoadGLLoader() instead of gladLoadGL(), since the former doesn’t expose a function loader.
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75cbfeee58
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3 changed files with 18 additions and 6 deletions
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@ -9,6 +9,8 @@
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#define SDL_MAIN_HANDLED
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#include <SDL.h>
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#include <glad/glad.h>
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#include "common/key_map.h"
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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@ -98,6 +100,11 @@ EmuWindow_SDL2::EmuWindow_SDL2() {
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exit(1);
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}
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if (!gladLoadGLLoader(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
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LOG_CRITICAL(Frontend, "Failed to initialize GL functions! Exiting...");
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exit(1);
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}
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OnResize();
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OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
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SDL_PumpEvents();
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@ -6,6 +6,9 @@
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#include <memory>
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#include <thread>
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#include <glad/glad.h>
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#define QT_NO_OPENGL
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#include <QDesktopWidget>
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#include <QtGui>
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#include <QFileDialog>
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@ -240,6 +243,14 @@ bool GMainWindow::InitializeSystem() {
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if (emu_thread != nullptr)
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ShutdownGame();
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render_window->MakeCurrent();
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if (!gladLoadGL()) {
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QMessageBox::critical(this, tr("Error while starting Citra!"),
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tr("Failed to initialize the video core!\n\n"
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"Please ensure that your GPU supports OpenGL 3.3 and that you have the latest graphics driver."));
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return false;
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}
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// Initialize the core emulation
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System::Result system_result = System::Init(render_window);
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if (System::Result::Success != system_result) {
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@ -473,12 +473,6 @@ static void DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity,
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bool RendererOpenGL::Init() {
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render_window->MakeCurrent();
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// TODO: Make frontends initialize this, so they can use gladLoadGLLoader with their own loaders
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if (!gladLoadGL()) {
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LOG_CRITICAL(Render_OpenGL, "Failed to initialize GL functions! Exiting...");
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exit(-1);
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}
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if (GLAD_GL_KHR_debug) {
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(DebugHandler, nullptr);
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