From 282adfc70b5d7d958d564bfda0227bb3fbd8d110 Mon Sep 17 00:00:00 2001 From: James Rowe Date: Tue, 24 Mar 2020 20:58:49 -0600 Subject: Frontend/GPU: Refactor context management Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result --- src/core/core.cpp | 20 ++++---------------- 1 file changed, 4 insertions(+), 16 deletions(-) (limited to 'src/core/core.cpp') diff --git a/src/core/core.cpp b/src/core/core.cpp index 218508126..6cc4a0812 100644 --- a/src/core/core.cpp +++ b/src/core/core.cpp @@ -24,7 +24,6 @@ #include "core/file_sys/sdmc_factory.h" #include "core/file_sys/vfs_concat.h" #include "core/file_sys/vfs_real.h" -#include "core/frontend/scope_acquire_context.h" #include "core/gdbstub/gdbstub.h" #include "core/hardware_interrupt_manager.h" #include "core/hle/kernel/client_port.h" @@ -168,13 +167,9 @@ struct System::Impl { Service::Init(service_manager, system); GDBStub::Init(); - renderer = VideoCore::CreateRenderer(emu_window, system); - if (!renderer->Init()) { - return ResultStatus::ErrorVideoCore; - } interrupt_manager = std::make_unique(system); - gpu_core = VideoCore::CreateGPU(system); - renderer->Rasterizer().SetupDirtyFlags(); + gpu_core = VideoCore::CreateGPU(emu_window, system); + gpu_core->Renderer().Rasterizer().SetupDirtyFlags(); is_powered_on = true; exit_lock = false; @@ -186,7 +181,6 @@ struct System::Impl { ResultStatus Load(System& system, Frontend::EmuWindow& emu_window, const std::string& filepath) { - Core::Frontend::ScopeAcquireContext acquire_context{emu_window}; app_loader = Loader::GetLoader(GetGameFileFromPath(virtual_filesystem, filepath)); if (!app_loader) { @@ -216,10 +210,6 @@ struct System::Impl { AddGlueRegistrationForProcess(*app_loader, *main_process); kernel.MakeCurrentProcess(main_process.get()); - // Main process has been loaded and been made current. - // Begin GPU and CPU execution. - gpu_core->Start(); - // Initialize cheat engine if (cheat_engine) { cheat_engine->Initialize(); @@ -277,7 +267,6 @@ struct System::Impl { } // Shutdown emulation session - renderer.reset(); GDBStub::Shutdown(); Service::Shutdown(); service_manager.reset(); @@ -353,7 +342,6 @@ struct System::Impl { Service::FileSystem::FileSystemController fs_controller; /// AppLoader used to load the current executing application std::unique_ptr app_loader; - std::unique_ptr renderer; std::unique_ptr gpu_core; std::unique_ptr interrupt_manager; Memory::Memory memory; @@ -536,11 +524,11 @@ const Core::Hardware::InterruptManager& System::InterruptManager() const { } VideoCore::RendererBase& System::Renderer() { - return *impl->renderer; + return impl->gpu_core->Renderer(); } const VideoCore::RendererBase& System::Renderer() const { - return *impl->renderer; + return impl->gpu_core->Renderer(); } Kernel::KernelCore& System::Kernel() { -- cgit v1.2.3