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https://github.com/Lime3DS/Lime3DS
synced 2024-10-30 19:57:52 +00:00
Add a separate thread for rendering and add texture mailbox and shared context to SDL
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parent
91255b8802
commit
fcbe5e1acd
3 changed files with 84 additions and 14 deletions
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@ -35,6 +35,7 @@
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#include "core/file_sys/cia_container.h"
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#include "core/frontend/applets/default_applets.h"
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#include "core/frontend/framebuffer_layout.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/hle/service/am/am.h"
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#include "core/hle/service/cfg/cfg.h"
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@ -347,7 +348,7 @@ int main(int argc, char** argv) {
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Core::System::GetInstance().RegisterImageInterface(std::make_shared<LodePNGImageInterface>());
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std::unique_ptr<EmuWindow_SDL2> emu_window{std::make_unique<EmuWindow_SDL2>(fullscreen)};
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Frontend::ScopeAcquireContext scope(*emu_window);
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Core::System& system{Core::System::GetInstance()};
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const Core::System::ResultStatus load_result{system.Load(*emu_window, filepath)};
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@ -411,9 +412,11 @@ int main(int argc, char** argv) {
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system.VideoDumper().StartDumping(dump_video, "webm", layout);
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}
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std::thread render_thread([&emu_window] { emu_window->Present(); });
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while (emu_window->IsOpen()) {
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system.RunLoop();
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}
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render_thread.join();
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Core::Movie::GetInstance().Shutdown();
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if (system.VideoDumper().IsDumping()) {
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@ -20,6 +20,28 @@
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#include "input_common/motion_emu.h"
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#include "input_common/sdl/sdl.h"
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#include "network/network.h"
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#include "video_core/renderer_base.h"
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#include "video_core/video_core.h"
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SharedContext_SDL2::SharedContext_SDL2() {
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window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
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SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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context = SDL_GL_CreateContext(window);
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}
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SharedContext_SDL2::~SharedContext_SDL2() {
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DoneCurrent();
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SDL_GL_DeleteContext(context);
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SDL_DestroyWindow(window);
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}
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void SharedContext_SDL2::MakeCurrent() {
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SDL_GL_MakeCurrent(window, context);
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}
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void SharedContext_SDL2::DoneCurrent() {
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SDL_GL_MakeCurrent(window, nullptr);
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}
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
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@ -135,6 +157,10 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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// Enable context sharing for the shared context
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SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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// Enable vsync
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SDL_GL_SetSwapInterval(1);
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std::string window_title = fmt::format("Citra {} | {}-{}", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc);
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@ -150,16 +176,24 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
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exit(1);
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}
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dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
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SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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if (fullscreen) {
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Fullscreen();
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}
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gl_context = SDL_GL_CreateContext(render_window);
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window_context = SDL_GL_CreateContext(render_window);
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core_context = CreateSharedContext();
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if (gl_context == nullptr) {
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if (window_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
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exit(1);
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}
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if (core_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
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exit(1);
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}
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auto gl_load_func = Settings::values.use_gles ? gladLoadGLES2Loader : gladLoadGLLoader;
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@ -171,23 +205,30 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
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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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SDL_GL_SetSwapInterval(Settings::values.vsync_enabled);
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LOG_INFO(Frontend, "Citra Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch,
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Common::g_scm_desc);
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Settings::LogSettings();
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DoneCurrent();
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}
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EmuWindow_SDL2::~EmuWindow_SDL2() {
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Network::Shutdown();
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InputCommon::Shutdown();
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SDL_GL_DeleteContext(gl_context);
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SDL_GL_DeleteContext(window_context);
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SDL_Quit();
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}
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void EmuWindow_SDL2::SwapBuffers() {
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SDL_GL_SwapWindow(render_window);
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std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2::CreateSharedContext() const {
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return std::make_unique<SharedContext_SDL2>();
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}
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void EmuWindow_SDL2::Present() {
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SDL_GL_MakeCurrent(render_window, window_context);
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SDL_GL_SetSwapInterval(1);
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while (IsOpen()) {
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VideoCore::g_renderer->Present();
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SDL_GL_SwapWindow(render_window);
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}
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SDL_GL_MakeCurrent(render_window, nullptr);
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}
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void EmuWindow_SDL2::PollEvents() {
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@ -256,11 +297,11 @@ void EmuWindow_SDL2::PollEvents() {
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}
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void EmuWindow_SDL2::MakeCurrent() {
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SDL_GL_MakeCurrent(render_window, gl_context);
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core_context->MakeCurrent();
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}
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void EmuWindow_SDL2::DoneCurrent() {
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SDL_GL_MakeCurrent(render_window, nullptr);
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core_context->DoneCurrent();
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}
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void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
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@ -10,13 +10,29 @@
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struct SDL_Window;
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class SharedContext_SDL2 : public Frontend::GraphicsContext {
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public:
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using SDL_GLContext = void*;
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SharedContext_SDL2();
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~SharedContext_SDL2() override;
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void MakeCurrent() override;
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void DoneCurrent() override;
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private:
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SDL_GLContext context;
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SDL_Window* window;
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};
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class EmuWindow_SDL2 : public Frontend::EmuWindow {
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public:
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explicit EmuWindow_SDL2(bool fullscreen);
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~EmuWindow_SDL2();
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/// Swap buffers to display the next frame
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void SwapBuffers() override;
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void Present();
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/// Polls window events
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void PollEvents() override;
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@ -30,6 +46,9 @@ public:
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/// Whether the window is still open, and a close request hasn't yet been sent
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bool IsOpen() const;
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/// Creates a new context that is shared with the current context
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std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
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private:
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/// Called by PollEvents when a key is pressed or released.
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void OnKeyEvent(int key, u8 state);
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@ -67,9 +86,16 @@ private:
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/// Internal SDL2 render window
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SDL_Window* render_window;
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/// Fake hidden window for the core context
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SDL_Window* dummy_window;
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using SDL_GLContext = void*;
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/// The OpenGL context associated with the window
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SDL_GLContext gl_context;
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SDL_GLContext window_context;
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/// The OpenGL context associated with the core
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std::unique_ptr<Frontend::GraphicsContext> core_context;
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/// Keeps track of how often to update the title bar during gameplay
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u32 last_time = 0;
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