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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
59 lines
2.6 KiB
C++
59 lines
2.6 KiB
C++
// Copyright (c) 2026- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <EGL/egl.h>
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#include "Common/GPU/OpenGL/OpenGLGraphicsContext.h"
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struct ANativeWindow;
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// Owns EGL for the OpenGL backend on Android. Until 2026 this was Java's job, through a
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// GLSurfaceView (NativeRenderer.java / NativeGLSurfaceView.java, the "JavaGL" path).
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//
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// The point is not EGL itself but who owns the render thread. With GLSurfaceView, Java created
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// the thread and the context and called us back, so a lost context was only ever observable
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// after the fact, as a second onSurfaceCreated - which forced app-android.cpp to tear down and
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// restart the emu thread from inside a JNI callback. Owning EGL here lets the GL backend use the
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// same lifecycle as Vulkan: we start a render thread when we get a surface and join it when the
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// surface goes away, which is the whole reason this exists.
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class AndroidEGLGraphicsContext : public OpenGLGraphicsContext {
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public:
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// Note: not just DestroyEGL(). The base destructor deletes the thin3d context, which still
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// makes GL calls, so EGL has to outlive it - ShutdownSurface() gets that order right, and is
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// a no-op if the render loop already called it.
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~AndroidEGLGraphicsContext() override { ShutdownSurface(); }
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// Must be called on the thread that will become the render thread - the GL context ends up
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// current on the calling thread. data1 is the ANativeWindow, as on the Vulkan path.
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bool InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *errorMessage) override;
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void ShutdownSurface() override;
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private:
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// Picks a config, from the most to the least desirable. Fills in config_.
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bool ChooseConfig(bool wantGLES3, std::string *errorMessage);
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void DestroyEGL();
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EGLDisplay display_ = EGL_NO_DISPLAY;
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EGLSurface surface_ = EGL_NO_SURFACE;
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EGLContext context_ = EGL_NO_CONTEXT;
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EGLConfig config_ = nullptr;
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// Not owned - the caller releases it after the render loop exits.
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ANativeWindow *wnd_ = nullptr;
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};
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