Fix MakeCurrent and shader issues with AMD 22.7 driver
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6764264488
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@ -30,7 +30,6 @@ SharedContext_SDL2::SharedContext_SDL2() {
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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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@ -185,6 +184,7 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
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window_context = SDL_GL_CreateContext(render_window);
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core_context = CreateSharedContext();
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last_saved_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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@ -222,6 +222,14 @@ std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2::CreateSharedContext()
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return std::make_unique<SharedContext_SDL2>();
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}
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void EmuWindow_SDL2::SaveContext() {
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last_saved_context = SDL_GL_GetCurrentContext();
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}
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void EmuWindow_SDL2::RestoreContext() {
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SDL_GL_MakeCurrent(render_window, last_saved_context);
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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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@ -49,6 +49,11 @@ public:
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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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/// Saves the current context, for the purpose of e.g. creating new shared contexts
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void SaveContext() override;
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/// Restores the context previously saved
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void RestoreContext() 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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@ -94,6 +99,9 @@ private:
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/// The OpenGL context associated with the window
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SDL_GLContext window_context;
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/// Used by SaveContext and RestoreContext
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SDL_GLContext last_saved_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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@ -53,6 +53,8 @@ void EmuThread::run() {
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emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
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core_context.MakeCurrent();
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if (Core::System::GetInstance().frame_limiter.IsFrameAdvancing()) {
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// Usually the loading screen is hidden after the first frame is drawn. In this case
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// we hide it immediately as we need to wait for user input to start the emulation.
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@ -111,6 +111,16 @@ public:
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return nullptr;
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}
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/**
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* Save current GraphicsContext.
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*/
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virtual void SaveContext() {};
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/**
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* Restore saved GraphicsContext.
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*/
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virtual void RestoreContext() {};
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/**
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* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
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* @param framebuffer_x Framebuffer x-coordinate that was pressed
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@ -706,6 +706,8 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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const std::size_t bucket_size{load_raws_size / num_workers};
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std::vector<std::unique_ptr<Frontend::GraphicsContext>> contexts(num_workers);
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std::vector<std::thread> threads(num_workers);
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emu_window.SaveContext();
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for (std::size_t i = 0; i < num_workers; ++i) {
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const bool is_last_worker = i + 1 == num_workers;
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const std::size_t start{bucket_size * i};
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@ -713,11 +715,14 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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// On some platforms the shared context has to be created from the GUI thread
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contexts[i] = emu_window.CreateSharedContext();
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// Release the context, so it can be immediately used by the spawned thread
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contexts[i]->DoneCurrent();
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threads[i] = std::thread(LoadRawSepareble, contexts[i].get(), start, end);
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}
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for (auto& thread : threads) {
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thread.join();
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}
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emu_window.RestoreContext();
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if (compilation_failed) {
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disk_cache.InvalidateAll();
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@ -26,7 +26,7 @@ GLuint LoadShader(const char* source, GLenum type) {
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#extension GL_EXT_clip_cull_distance : enable
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#endif // defined(GL_EXT_clip_cull_distance)
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)"
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: "#version 330\n";
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: "#version 430\n";
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const char* debug_type;
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switch (type) {
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