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