Files
pcsx2/plugins/GSdx/GSWnd.cpp
T
Jonathan Li fecf8e3ed2 gsdx:ogl: Call swap interval function on rendering thread
The swap interval function must be called on the same thread that
rendering takes place on. This fixes an issue where the turbo speed and
frame limiter hotkeys fail to disable vsync when the OpenGL renderer is
used.
2017-08-30 21:08:54 +01:00

206 lines
6.5 KiB
C++

/*
* Copyright (C) 2011-2014 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSWnd.h"
void GSWndGL::PopulateGlFunction()
{
*(void**)&(gl_BlendColor) = GetProcAddress("glBlendColor");
// Load mandatory function pointer
#define GL_EXT_LOAD(ext) *(void**)&(ext) = GetProcAddress(#ext, false)
// Load extra function pointer
#define GL_EXT_LOAD_OPT(ext) *(void**)&(ext) = GetProcAddress(#ext, true)
GL_EXT_LOAD(glBlendEquationSeparate);
GL_EXT_LOAD(glBlendFuncSeparate);
GL_EXT_LOAD(glAttachShader);
GL_EXT_LOAD(glBindBuffer);
GL_EXT_LOAD(glBindBufferBase);
GL_EXT_LOAD(glBindBufferRange);
GL_EXT_LOAD(glBindFramebuffer);
GL_EXT_LOAD(glBindSampler);
GL_EXT_LOAD(glBindVertexArray);
GL_EXT_LOAD(glBlitFramebuffer);
GL_EXT_LOAD(glBufferData);
GL_EXT_LOAD(glCheckFramebufferStatus);
GL_EXT_LOAD(glClearBufferfv);
GL_EXT_LOAD(glClearBufferiv);
GL_EXT_LOAD(glClearBufferuiv);
GL_EXT_LOAD(glColorMaski);
GL_EXT_LOAD(glDeleteBuffers);
GL_EXT_LOAD(glDeleteFramebuffers);
GL_EXT_LOAD(glDeleteSamplers);
GL_EXT_LOAD(glDeleteVertexArrays);
GL_EXT_LOAD(glDetachShader);
GL_EXT_LOAD(glDrawBuffers);
GL_EXT_LOAD(glDrawElementsBaseVertex);
GL_EXT_LOAD(glEnableVertexAttribArray);
GL_EXT_LOAD(glFramebufferRenderbuffer);
GL_EXT_LOAD(glFramebufferTexture2D);
GL_EXT_LOAD(glGenBuffers);
GL_EXT_LOAD(glGenFramebuffers);
GL_EXT_LOAD(glGenVertexArrays);
GL_EXT_LOAD(glGetBufferParameteriv);
GL_EXT_LOAD(glGetDebugMessageLogARB);
GL_EXT_LOAD(glGetProgramInfoLog);
GL_EXT_LOAD(glGetProgramiv);
GL_EXT_LOAD(glGetShaderiv);
GL_EXT_LOAD(glGetStringi);
GL_EXT_LOAD(glIsFramebuffer);
GL_EXT_LOAD(glMapBuffer);
GL_EXT_LOAD(glMapBufferRange);
GL_EXT_LOAD(glProgramParameteri);
GL_EXT_LOAD(glSamplerParameterf);
GL_EXT_LOAD(glSamplerParameteri);
GL_EXT_LOAD(glShaderSource);
GL_EXT_LOAD(glUniform1i);
GL_EXT_LOAD(glUnmapBuffer);
GL_EXT_LOAD(glVertexAttribIPointer);
GL_EXT_LOAD(glVertexAttribPointer);
GL_EXT_LOAD(glBufferSubData);
GL_EXT_LOAD(glFenceSync);
GL_EXT_LOAD(glDeleteSync);
GL_EXT_LOAD(glClientWaitSync);
GL_EXT_LOAD(glFlushMappedBufferRange);
// Query object
GL_EXT_LOAD_OPT(glBeginQuery);
GL_EXT_LOAD_OPT(glEndQuery);
GL_EXT_LOAD_OPT(glGetQueryiv);
GL_EXT_LOAD_OPT(glGetQueryObjectiv);
GL_EXT_LOAD_OPT(glGetQueryObjectuiv);
GL_EXT_LOAD_OPT(glQueryCounter);
GL_EXT_LOAD_OPT(glGetQueryObjecti64v);
GL_EXT_LOAD_OPT(glGetQueryObjectui64v);
GL_EXT_LOAD_OPT(glGetInteger64v);
GL_EXT_LOAD_OPT(glCreateQueries);
GL_EXT_LOAD_OPT(glDeleteQueries);
// GL4.1
GL_EXT_LOAD(glCreateShaderProgramv);
GL_EXT_LOAD(glBindProgramPipeline);
GL_EXT_LOAD(glDeleteProgramPipelines);
GL_EXT_LOAD(glGetProgramPipelineiv);
GL_EXT_LOAD(glGetProgramPipelineInfoLog);
GL_EXT_LOAD(glValidateProgramPipeline);
GL_EXT_LOAD(glUseProgramStages);
GL_EXT_LOAD_OPT(glGetProgramBinary);
GL_EXT_LOAD_OPT(glViewportIndexedf);
GL_EXT_LOAD_OPT(glViewportIndexedfv);
GL_EXT_LOAD_OPT(glScissorIndexed);
GL_EXT_LOAD_OPT(glScissorIndexedv);
// NO GL4.1 (or broken driver...)
GL_EXT_LOAD(glDeleteProgram);
GL_EXT_LOAD(glDeleteShader);
GL_EXT_LOAD(glCompileShader);
GL_EXT_LOAD(glCreateProgram);
GL_EXT_LOAD(glCreateShader);
GL_EXT_LOAD(glUseProgram);
GL_EXT_LOAD(glGetShaderInfoLog);
GL_EXT_LOAD(glLinkProgram);
// GL4.2
GL_EXT_LOAD_OPT(glBindImageTexture);
GL_EXT_LOAD_OPT(glMemoryBarrier);
// GL4.3
GL_EXT_LOAD_OPT(glCopyImageSubData);
GL_EXT_LOAD_OPT(glInvalidateTexImage);
GL_EXT_LOAD(glPushDebugGroup);
GL_EXT_LOAD(glPopDebugGroup);
GL_EXT_LOAD(glDebugMessageInsert);
GL_EXT_LOAD(glDebugMessageControl);
GL_EXT_LOAD(glDebugMessageCallback);
GL_EXT_LOAD(glObjectLabel);
GL_EXT_LOAD(glObjectPtrLabel);
// GL4.4
GL_EXT_LOAD_OPT(glClearTexImage);
GL_EXT_LOAD_OPT(glClearTexSubImage);
GL_EXT_LOAD(glBufferStorage);
// GL4.5
GL_EXT_LOAD_OPT(glCreateTextures);
GL_EXT_LOAD_OPT(glTextureStorage2D);
GL_EXT_LOAD_OPT(glTextureSubImage2D);
GL_EXT_LOAD_OPT(glCopyTextureSubImage2D);
GL_EXT_LOAD_OPT(glBindTextureUnit);
GL_EXT_LOAD_OPT(glGetTextureImage);
GL_EXT_LOAD_OPT(glTextureParameteri);
GL_EXT_LOAD_OPT(glGenerateTextureMipmap);
GL_EXT_LOAD_OPT(glCreateFramebuffers);
GL_EXT_LOAD_OPT(glClearNamedFramebufferfv);
GL_EXT_LOAD_OPT(glClearNamedFramebufferuiv);
GL_EXT_LOAD_OPT(glClearNamedFramebufferiv);
GL_EXT_LOAD_OPT(glNamedFramebufferTexture);
GL_EXT_LOAD_OPT(glNamedFramebufferDrawBuffers);
GL_EXT_LOAD_OPT(glNamedFramebufferReadBuffer);
GL_EXT_LOAD_OPT(glNamedFramebufferParameteri);
GL_EXT_LOAD_OPT(glCheckNamedFramebufferStatus);
GL_EXT_LOAD_OPT(glCreateBuffers);
GL_EXT_LOAD_OPT(glNamedBufferStorage);
GL_EXT_LOAD_OPT(glNamedBufferData);
GL_EXT_LOAD_OPT(glNamedBufferSubData);
GL_EXT_LOAD_OPT(glMapNamedBuffer);
GL_EXT_LOAD_OPT(glMapNamedBufferRange);
GL_EXT_LOAD_OPT(glUnmapNamedBuffer);
GL_EXT_LOAD_OPT(glFlushMappedNamedBufferRange);
GL_EXT_LOAD_OPT(glCreateSamplers);
GL_EXT_LOAD_OPT(glCreateProgramPipelines);
GL_EXT_LOAD_OPT(glClipControl);
GL_EXT_LOAD_OPT(glTextureBarrier);
GL_EXT_LOAD_OPT(glGetTextureSubImage);
#ifdef _WIN32
*(void**)&(gl_ActiveTexture) = GetProcAddress("glActiveTexture");
GL_EXT_LOAD(glTexStorage2D);
GL_EXT_LOAD(glGenSamplers);
GL_EXT_LOAD(glGenProgramPipelines);
GL_EXT_LOAD(glGenerateMipmap);
#endif
// Check openGL requirement as soon as possible so we can switch to another
// renderer/device
GLLoader::check_gl_requirements();
}
void GSWndGL::FullContextInit()
{
CreateContext(3, 3);
AttachContext();
PopulateGlFunction();
PopulateWndGlFunction();
}
void GSWndGL::SetVSync(int vsync)
{
if (!HasLateVsyncSupport() && vsync < 0)
m_vsync = -vsync; // Late vsync not supported, fallback to standard vsync
else
m_vsync = vsync;
// The WGL/GLX/EGL swap interval function must be called on the rendering
// thread or else the change won't be properly applied.
m_vsync_change_requested = true;
}