Compare commits
2 Commits
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e59dba42ef | ||
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bd6937ae5c |
@@ -29,6 +29,8 @@ namespace Ryujinx.Ava.UI.Renderer
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_context.MakeCurrent(_window);
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_context.MakeCurrent(_window);
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}
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}
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public bool HasContext() => _context.IsCurrent;
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public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext)
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public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext)
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{
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{
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OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);
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OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);
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@@ -30,6 +30,8 @@ namespace Ryujinx.Graphics.OpenGL
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_thread.Start();
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_thread.Start();
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}
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}
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public bool HasContext() => _backgroundContext.HasContext();
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private void Run()
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private void Run()
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{
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{
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InBackground = true;
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InBackground = true;
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@@ -7,21 +7,6 @@ namespace Ryujinx.Graphics.OpenGL
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{
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{
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void MakeCurrent();
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void MakeCurrent();
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// TODO: Support more APIs per platform.
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bool HasContext();
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static bool HasContext()
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{
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if (OperatingSystem.IsWindows())
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{
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return WGLHelper.GetCurrentContext() != IntPtr.Zero;
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}
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else if (OperatingSystem.IsLinux())
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{
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return GLXHelper.GetCurrentContext() != IntPtr.Zero;
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}
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else
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{
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return false;
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}
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}
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}
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}
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}
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}
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@@ -248,7 +248,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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{
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// alwaysBackground is ignored, since we cannot switch from the current context.
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// alwaysBackground is ignored, since we cannot switch from the current context.
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if (IOpenGLContext.HasContext())
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if (_window.BackgroundContext.HasContext())
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{
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{
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action(); // We have a context already - use that (assuming it is the main one).
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action(); // We have a context already - use that (assuming it is the main one).
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}
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}
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@@ -80,9 +80,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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return;
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return;
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}
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}
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if (TranslatorContext.Definitions.Stage == ShaderStage.Vertex && TranslatorContext.Options.TargetApi == TargetApi.Vulkan)
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// Vulkan requires the point size to be always written on the shader if the primitive topology is points.
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// OpenGL requires the point size to be always written on the shader if PROGRAM_POINT_SIZE is set.
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if (TranslatorContext.Definitions.Stage == ShaderStage.Vertex)
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{
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{
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// Vulkan requires the point size to be always written on the shader if the primitive topology is points.
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this.Store(StorageKind.Output, IoVariable.PointSize, null, ConstF(TranslatorContext.Definitions.PointSize));
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this.Store(StorageKind.Output, IoVariable.PointSize, null, ConstF(TranslatorContext.Definitions.PointSize));
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}
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}
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@@ -96,6 +96,8 @@ namespace Ryujinx.Headless.SDL2.OpenGL
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}
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}
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}
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}
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public bool HasContext() => SDL_GL_GetCurrentContext() != IntPtr.Zero;
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public void Dispose()
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public void Dispose()
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{
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{
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SDL_GL_DeleteContext(_context);
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SDL_GL_DeleteContext(_context);
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@@ -29,6 +29,8 @@ namespace Ryujinx.Ui
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_context.MakeCurrent(_window);
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_context.MakeCurrent(_window);
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}
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}
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public bool HasContext() => _context.IsCurrent;
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public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext)
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public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext)
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{
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{
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OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);
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OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);
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