The EGL path from the previous commit is now the only one, so GLSurfaceView
and everything that existed to serve it are gone:
- NativeRenderer.java and NativeGLSurfaceView.java, deleted.
- The javaGL branches in PpssppActivity. GL and Vulkan now share one
lifecycle: a plain SurfaceView, startRenderLoopThread() when the surface
arrives, joinRenderLoopThread() when it goes away.
- The "androidJavaGL" queryConfig, and the AndroidNativeEGL setting and its
developer-tools checkbox.
- displayInit/displayRender, and with them the "Second time, joining the
emuthread and starting it up again" dance - restarting the emu thread from
inside a JNI callback because a lost context was only observable as a
second onSurfaceCreated.
- GraphicsContext::NotifyContextLost, which existed solely because that join
drained the render queue on a thread with no current context. The render
thread now joins the emu thread with the context still current, so the
drain is real work and nothing has to be skipped.
- g_emuThread, now that nothing starts an emu thread outside the render loop.
Three things displayInit/displayRender did that nothing else did, moved
rather than dropped:
- EnterVR and the per-frame StartVRRender/UpdateVRInput/FinishVRRender hooks
now live in RenderLoopThread's GL branch. Java's GL thread could simply
return early and wait for the next vsync when the VR session was inactive;
this loop drives itself, so that case sleeps 16ms instead of spinning.
Not tested - no headset here.
- RECREATE_VIEWS after the emu thread starts, as before. Vulkan never did
this, so it's a candidate for removal when the two paths converge.
- The thin3d error callback, which surfaces GL errors as OSD messages. That
one moved into AndroidEGLGraphicsContext::InitSurface, next to the rest of
the context's own setup, matching WindowsGLContext.
Tested on a nubia Z2464N (Unisoc UMS9632, Mali-G57, Android 15): cold start,
UI, booting a homebrew, backgrounding and resuming both in the menu and
in-game, and a density change, which destroys and recreates the activity the
way a rotation does. Every cycle tears the EGL context down and builds a new
one, and the renderer comes back with FBOs and textures intact. The config
ladder's first choice, RGBA8888 D24S8, is what the Java chooser landed on
here too.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
EmuThread_Join drains the render queue on the calling thread. On Android
that is either the UI thread with no GL context (NativeApp.shutdown), or
the GL thread with a brand new context after the old one was lost
(displayInit the second time). The skip flag was only set once the emu
thread reached NativeShutdownGraphics, so everything queued before that
ran for real, against nothing or against the wrong context.
Add GraphicsContext::NotifyContextLost() and call it before the join in
both places. skipGLCalls_ is now atomic, since it's set from one thread
and read from another.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>