Address review and fix broken yuzu-tester build
This commit is contained in:
parent
282adfc70b
commit
cf9c94d401
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@ -169,6 +169,9 @@ struct System::Impl {
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interrupt_manager = std::make_unique<Core::Hardware::InterruptManager>(system);
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gpu_core = VideoCore::CreateGPU(emu_window, system);
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if (!gpu_core) {
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return ResultStatus::ErrorVideoCore;
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}
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gpu_core->Renderer().Rasterizer().SetupDirtyFlags();
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is_powered_on = true;
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@ -181,7 +184,6 @@ 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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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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@ -30,7 +30,7 @@ public:
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class Scoped {
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public:
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Scoped(GraphicsContext& context_) : context(context_) {
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explicit Scoped(GraphicsContext& context_) : context(context_) {
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context.MakeCurrent();
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}
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~Scoped() {
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@ -305,6 +305,7 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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}
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const std::vector gl_cache = disk_cache.LoadPrecompiled();
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const auto supported_formats = GetSupportedFormats();
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// Track if precompiled cache was altered during loading to know if we have to
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// serialize the virtual precompiled cache file back to the hard drive
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@ -327,7 +328,6 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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const auto worker = [&](Core::Frontend::GraphicsContext* context, std::size_t begin,
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std::size_t end) {
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const auto scope = context->Acquire();
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const auto supported_formats = GetSupportedFormats();
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for (std::size_t i = begin; i < end; ++i) {
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if (stop_loading) {
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@ -7,7 +7,9 @@
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#include <cstdlib>
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#include <cstring>
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#include <memory>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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@ -313,8 +315,8 @@ public:
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system,
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Core::Frontend::GraphicsContext& context)
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: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system}, frame_mailbox{},
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has_debug_tool{HasDebugTool()}, context{context} {}
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: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
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frame_mailbox{}, context{context}, has_debug_tool{HasDebugTool()} {}
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RendererOpenGL::~RendererOpenGL() = default;
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@ -30,7 +30,7 @@ std::unique_ptr<VideoCore::RendererBase> CreateRenderer(Core::Frontend::EmuWindo
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return nullptr;
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}
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}
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} // namespace
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} // Anonymous namespace
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namespace VideoCore {
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@ -39,7 +39,7 @@ std::unique_ptr<Tegra::GPU> CreateGPU(Core::Frontend::EmuWindow& emu_window, Cor
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const auto scope = context->Acquire();
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auto renderer = CreateRenderer(emu_window, system, *context);
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if (!renderer->Init()) {
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return {};
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return nullptr;
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}
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if (Settings::values.use_asynchronous_gpu_emulation) {
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@ -42,6 +42,10 @@ EmuThread::~EmuThread() = default;
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void EmuThread::run() {
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MicroProfileOnThreadCreate("EmuThread");
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// Main process has been loaded. Make the context current to this thread and begin GPU and CPU
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// execution.
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Core::System::GetInstance().GPU().Start();
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emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
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Core::System::GetInstance().Renderer().Rasterizer().LoadDiskResources(
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@ -51,10 +55,6 @@ void EmuThread::run() {
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emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
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// Main process has been loaded. Make the context current to this thread and begin GPU and CPU
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// execution.
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Core::System::GetInstance().GPU().Start();
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// Holds whether the cpu was running during the last iteration,
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// so that the DebugModeLeft signal can be emitted before the
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// next execution step
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@ -152,7 +152,7 @@ public:
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if (is_current) {
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return;
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}
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context->makeCurrent(surface);
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is_current = context->makeCurrent(surface);
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}
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void DoneCurrent() override {
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@ -160,7 +160,11 @@ public:
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is_current = false;
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}
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QOpenGLContext* GetShareContext() const {
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QOpenGLContext* GetShareContext() {
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return context.get();
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}
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const QOpenGLContext* GetShareContext() const {
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return context.get();
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}
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@ -177,13 +181,15 @@ class DummyContext : public Core::Frontend::GraphicsContext {};
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class RenderWidget : public QWidget {
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public:
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RenderWidget(GRenderWindow* parent) : QWidget(parent), render_window(parent) {
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explicit RenderWidget(GRenderWindow* parent) : QWidget(parent), render_window(parent) {
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setAttribute(Qt::WA_NativeWindow);
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setAttribute(Qt::WA_PaintOnScreen);
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}
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virtual ~RenderWidget() = default;
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/// Called on the UI thread when this Widget is ready to draw
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/// Dervied classes can override this to draw the latest frame.
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virtual void Present() {}
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void paintEvent(QPaintEvent* event) override {
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@ -191,56 +197,6 @@ public:
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update();
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}
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void resizeEvent(QResizeEvent* ev) override {
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render_window->resize(ev->size());
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render_window->OnFramebufferSizeChanged();
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}
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void keyPressEvent(QKeyEvent* event) override {
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InputCommon::GetKeyboard()->PressKey(event->key());
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}
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void keyReleaseEvent(QKeyEvent* event) override {
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InputCommon::GetKeyboard()->ReleaseKey(event->key());
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}
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void mousePressEvent(QMouseEvent* event) override {
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if (event->source() == Qt::MouseEventSynthesizedBySystem)
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return; // touch input is handled in TouchBeginEvent
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const auto pos{event->pos()};
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if (event->button() == Qt::LeftButton) {
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const auto [x, y] = render_window->ScaleTouch(pos);
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render_window->TouchPressed(x, y);
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} else if (event->button() == Qt::RightButton) {
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InputCommon::GetMotionEmu()->BeginTilt(pos.x(), pos.y());
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}
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}
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void mouseMoveEvent(QMouseEvent* event) override {
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if (event->source() == Qt::MouseEventSynthesizedBySystem)
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return; // touch input is handled in TouchUpdateEvent
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const auto pos{event->pos()};
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const auto [x, y] = render_window->ScaleTouch(pos);
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render_window->TouchMoved(x, y);
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InputCommon::GetMotionEmu()->Tilt(pos.x(), pos.y());
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}
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void mouseReleaseEvent(QMouseEvent* event) override {
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if (event->source() == Qt::MouseEventSynthesizedBySystem)
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return; // touch input is handled in TouchEndEvent
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if (event->button() == Qt::LeftButton)
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render_window->TouchReleased();
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else if (event->button() == Qt::RightButton)
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InputCommon::GetMotionEmu()->EndTilt();
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}
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std::pair<unsigned, unsigned> GetSize() const {
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return std::make_pair(width(), height());
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}
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QPaintEngine* paintEngine() const override {
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return nullptr;
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}
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@ -276,6 +232,7 @@ private:
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std::unique_ptr<Core::Frontend::GraphicsContext> context{};
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};
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#ifdef HAS_VULKAN
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class VulkanRenderWidget : public RenderWidget {
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public:
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explicit VulkanRenderWidget(GRenderWindow* parent, QVulkanInstance* instance)
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windowHandle()->setVulkanInstance(instance);
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}
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};
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#endif
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GRenderWindow::GRenderWindow(GMainWindow* parent_, EmuThread* emu_thread)
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: QWidget(parent_), emu_thread(emu_thread) {
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@ -358,7 +316,7 @@ qreal GRenderWindow::windowPixelRatio() const {
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return devicePixelRatio();
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}
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std::pair<u32, u32> GRenderWindow::ScaleTouch(const QPointF pos) const {
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std::pair<u32, u32> GRenderWindow::ScaleTouch(const QPointF& pos) const {
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const qreal pixel_ratio = windowPixelRatio();
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return {static_cast<u32>(std::max(std::round(pos.x() * pixel_ratio), qreal{0.0})),
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static_cast<u32>(std::max(std::round(pos.y() * pixel_ratio), qreal{0.0}))};
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@ -378,8 +336,10 @@ void GRenderWindow::keyReleaseEvent(QKeyEvent* event) {
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}
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void GRenderWindow::mousePressEvent(QMouseEvent* event) {
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if (event->source() == Qt::MouseEventSynthesizedBySystem)
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return; // touch input is handled in TouchBeginEvent
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// touch input is handled in TouchBeginEvent
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if (event->source() == Qt::MouseEventSynthesizedBySystem) {
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return;
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}
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auto pos = event->pos();
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if (event->button() == Qt::LeftButton) {
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@ -391,8 +351,10 @@ void GRenderWindow::mousePressEvent(QMouseEvent* event) {
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}
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void GRenderWindow::mouseMoveEvent(QMouseEvent* event) {
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if (event->source() == Qt::MouseEventSynthesizedBySystem)
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return; // touch input is handled in TouchUpdateEvent
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// touch input is handled in TouchUpdateEvent
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if (event->source() == Qt::MouseEventSynthesizedBySystem) {
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return;
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}
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auto pos = event->pos();
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const auto [x, y] = ScaleTouch(pos);
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@ -401,13 +363,16 @@ void GRenderWindow::mouseMoveEvent(QMouseEvent* event) {
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}
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void GRenderWindow::mouseReleaseEvent(QMouseEvent* event) {
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if (event->source() == Qt::MouseEventSynthesizedBySystem)
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return; // touch input is handled in TouchEndEvent
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// touch input is handled in TouchEndEvent
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if (event->source() == Qt::MouseEventSynthesizedBySystem) {
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return;
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}
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if (event->button() == Qt::LeftButton)
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if (event->button() == Qt::LeftButton) {
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this->TouchReleased();
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else if (event->button() == Qt::RightButton)
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} else if (event->button() == Qt::RightButton) {
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InputCommon::GetMotionEmu()->EndTilt();
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}
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}
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void GRenderWindow::TouchBeginEvent(const QTouchEvent* event) {
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@ -7,11 +7,12 @@
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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#include <QImage>
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#include <QThread>
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#include <QWidget>
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#include <QWindow>
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#include "common/thread.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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@ -84,8 +85,8 @@ private:
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bool exec_step = false;
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bool running = false;
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std::atomic_bool stop_run{false};
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std::mutex running_mutex = {};
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std::condition_variable running_cv = {};
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std::mutex running_mutex;
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std::condition_variable running_cv;
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signals:
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/**
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@ -154,7 +155,7 @@ public:
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void CaptureScreenshot(u32 res_scale, const QString& screenshot_path);
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std::pair<u32, u32> ScaleTouch(const QPointF pos) const;
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std::pair<u32, u32> ScaleTouch(const QPointF& pos) const;
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public slots:
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void OnEmulationStarting(EmuThread* emu_thread);
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@ -230,11 +230,11 @@ int main(int argc, char** argv) {
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system.TelemetrySession().AddField(Telemetry::FieldType::App, "Frontend", "SDL");
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system.Renderer().Rasterizer().LoadDiskResources();
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// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
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system.GPU().Start();
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system.Renderer().Rasterizer().LoadDiskResources();
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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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@ -102,8 +102,6 @@ EmuWindow_SDL2_Hide::EmuWindow_SDL2_Hide() {
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LOG_INFO(Frontend, "yuzu-tester Version: {} | {}-{}", Common::g_build_fullname,
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Common::g_scm_branch, 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_Hide::~EmuWindow_SDL2_Hide() {
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@ -114,14 +112,6 @@ EmuWindow_SDL2_Hide::~EmuWindow_SDL2_Hide() {
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void EmuWindow_SDL2_Hide::PollEvents() {}
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void EmuWindow_SDL2_Hide::MakeCurrent() {
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SDL_GL_MakeCurrent(render_window, gl_context);
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}
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void EmuWindow_SDL2_Hide::DoneCurrent() {
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SDL_GL_MakeCurrent(render_window, nullptr);
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}
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bool EmuWindow_SDL2_Hide::IsShown() const {
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return false;
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}
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@ -129,3 +119,35 @@ bool EmuWindow_SDL2_Hide::IsShown() const {
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void EmuWindow_SDL2_Hide::RetrieveVulkanHandlers(void*, void*, void*) const {
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UNREACHABLE();
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}
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class SDLGLContext : public Core::Frontend::GraphicsContext {
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public:
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explicit SDLGLContext() {
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// create a hidden window to make the shared context against
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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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~SDLGLContext() {
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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 MakeCurrent() override {
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SDL_GL_MakeCurrent(window, context);
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}
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void DoneCurrent() override {
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SDL_GL_MakeCurrent(window, nullptr);
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}
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private:
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SDL_Window* window;
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SDL_GLContext context;
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};
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std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_Hide::CreateSharedContext() const {
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return std::make_unique<SDLGLContext>();
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}
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@ -16,12 +16,6 @@ public:
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/// Polls window events
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void PollEvents() override;
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/// Makes the graphics context current for the caller thread
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void MakeCurrent() override;
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/// Releases the GL context from the caller thread
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void DoneCurrent() override;
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/// Whether the screen is being shown or not.
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bool IsShown() const override;
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void RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
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void* surface) const override;
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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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std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
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private:
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/// Whether the GPU and driver supports the OpenGL extension required
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@ -164,11 +164,6 @@ int main(int argc, char** argv) {
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std::unique_ptr<EmuWindow_SDL2_Hide> emu_window{std::make_unique<EmuWindow_SDL2_Hide>()};
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if (!Settings::values.use_multi_core) {
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// Single core mode must acquire OpenGL context for entire emulation session
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emu_window->MakeCurrent();
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}
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bool finished = false;
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int return_value = 0;
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const auto callback = [&finished,
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@ -257,6 +252,7 @@ int main(int argc, char** argv) {
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system.TelemetrySession().AddField(Telemetry::FieldType::App, "Frontend", "SDLHideTester");
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system.GPU().Start();
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system.Renderer().Rasterizer().LoadDiskResources();
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while (!finished) {
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