forked from Mirror/Ryujinx
Make IOpenGLContext.HasContext context dependent (#6290)
This makes IOpenGLContext.HasContext not static and be implementable. By doing this, we can support more than WGL and WGL. This also allows the SDL2 headless version to run under Wayland. Signed-off-by: Mary <mary@mary.zone>
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b82e789d4f
commit
bd6937ae5c
6 changed files with 10 additions and 17 deletions
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@ -29,6 +29,8 @@ namespace Ryujinx.Ava.UI.Renderer
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_context.MakeCurrent(_window);
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_context.MakeCurrent(_window);
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}
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}
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public bool HasContext() => _context.IsCurrent;
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public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext)
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public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext)
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{
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{
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OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);
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OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);
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@ -30,6 +30,8 @@ namespace Ryujinx.Graphics.OpenGL
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_thread.Start();
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_thread.Start();
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}
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}
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public bool HasContext() => _backgroundContext.HasContext();
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private void Run()
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private void Run()
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{
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{
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InBackground = true;
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InBackground = true;
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@ -7,21 +7,6 @@ namespace Ryujinx.Graphics.OpenGL
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{
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{
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void MakeCurrent();
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void MakeCurrent();
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// TODO: Support more APIs per platform.
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bool HasContext();
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static bool HasContext()
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{
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if (OperatingSystem.IsWindows())
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{
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return WGLHelper.GetCurrentContext() != IntPtr.Zero;
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}
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else if (OperatingSystem.IsLinux())
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{
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return GLXHelper.GetCurrentContext() != IntPtr.Zero;
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}
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else
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{
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return false;
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}
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}
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}
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}
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}
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}
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@ -248,7 +248,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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{
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// alwaysBackground is ignored, since we cannot switch from the current context.
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// alwaysBackground is ignored, since we cannot switch from the current context.
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if (IOpenGLContext.HasContext())
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if (_window.BackgroundContext.HasContext())
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{
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{
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action(); // We have a context already - use that (assuming it is the main one).
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action(); // We have a context already - use that (assuming it is the main one).
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}
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}
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@ -96,6 +96,8 @@ namespace Ryujinx.Headless.SDL2.OpenGL
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}
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}
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}
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}
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public bool HasContext() => SDL_GL_GetCurrentContext() != IntPtr.Zero;
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public void Dispose()
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public void Dispose()
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{
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{
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SDL_GL_DeleteContext(_context);
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SDL_GL_DeleteContext(_context);
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@ -29,6 +29,8 @@ namespace Ryujinx.Ui
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_context.MakeCurrent(_window);
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_context.MakeCurrent(_window);
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}
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}
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public bool HasContext() => _context.IsCurrent;
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public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext)
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public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext)
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{
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{
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OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);
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OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);
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