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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
74 lines
2.6 KiB
C++
74 lines
2.6 KiB
C++
#pragma once
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#include <string>
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#include "Common/Log.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/TimeUtil.h"
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struct WindowDesc {
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WindowSystem winsys{};
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void *data1 = nullptr;
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void *data2 = nullptr;
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bool Valid() const {
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return winsys != WindowSystem::WINDOWSYSTEM_UNINITIALIZED && data2; // Not all platforms use data1, so don't check it.
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}
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};
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// Init is done differently on each platform, and done close to the creation, so it's
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// expected to be implemented by subclasses.
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class GraphicsContext {
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public:
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virtual ~GraphicsContext() = default;
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// Some implementations will separate init of the API and of the rendering surface.
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// wnd here is only to be used for messageboxes and similar, not for the surface.
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virtual bool InitAPI(void *wnd, std::string *deviceName, std::string *errorMessage) { return true; }
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virtual void ShutdownAPI() {}
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// These should be called on the render thread if NeedsRenderThread.
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virtual bool InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *errorMessage) { return true; }
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virtual void ShutdownSurface() {}
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// Used during window resize on desktop ONLY. Must be called from the window thread,
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// not the rendering thread or CPU thread.
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virtual void Pause() {}
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virtual void Resume() {}
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virtual void Resize() = 0;
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virtual void NotifyWindowRestored() {}
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// Needs casting to the appropriate type, unfortunately. Should find a better solution..
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virtual void *GetAPIContext() { return nullptr; }
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// OpenGL returns true here. Later we will need to do the same with Vulkan.
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virtual bool NeedsSeparateEmuThread() const { return false; }
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// Called from the render thread from threaded backends.
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virtual void ThreadStart() {}
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virtual bool ThreadFrame() { return true; } // Returns false when it's time to exit the loop.
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virtual void ThreadEnd() {}
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// When this is called, the emulation thread has stopped producing frames completely.
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// Called from the emu thread, so be ready for that.
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virtual void NotifyEmuThreadExit() {}
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// Useful for checks that need to be performed every frame.
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// Should strive to get rid of these.
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virtual void Poll() {}
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// TODO: Store in a protected variable?
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virtual Draw::DrawContext *GetDrawContext() = 0;
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};
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// This is used by the headless build, for the case of software rendering where we really don't need any context,
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// unlike the standalone build where we do need a context anyway for UI and stuff.
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class NullGraphicsContext : public GraphicsContext {
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public:
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NullGraphicsContext() {}
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Draw::DrawContext *GetDrawContext() override { return nullptr; }
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void Resize() override {}
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bool NeedsSeparateEmuThread() const override { return false; }
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};
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