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Remove ScopedGlContext (#933)
As MakeCurrent can be slow to execute, this PR changes GLRenderer to not have to reexecute MakeCurrent when processing frames.
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parent
949bb81a9e
commit
dbe3f938c7
2 changed files with 34 additions and 76 deletions
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@ -84,7 +84,7 @@ namespace Ryujinx.Ui
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private void GLRenderer_ShuttingDown(object sender, EventArgs args)
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{
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Exit();
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_device.DisposeGpu();
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}
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private void Parent_FocusOutEvent(object o, Gtk.FocusOutEventArgs args)
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@ -146,7 +146,7 @@ namespace Ryujinx.Ui
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private void GLRenderer_Initialized(object sender, EventArgs e)
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{
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// Release the GL exclusivity that OpenTK gave us.
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// Release the GL exclusivity that OpenTK gave us as we aren't going to use it in GTK Thread.
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GraphicsContext.MakeCurrent(null);
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WaitEvent.Set();
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@ -235,13 +235,6 @@ namespace Ryujinx.Ui
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IsStopped = true;
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IsActive = false;
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using (ScopedGlContext scopedGLContext = new ScopedGlContext(WindowInfo, GraphicsContext))
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{
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_device.DisposeGpu();
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}
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WaitEvent.Set();
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}
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public void Initialize()
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@ -256,12 +249,15 @@ namespace Ryujinx.Ui
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public void Render()
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{
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using (ScopedGlContext scopedGLContext = new ScopedGlContext(WindowInfo, GraphicsContext))
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{
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// First take exclusivity on the OpenGL context.
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GraphicsContext.MakeCurrent(WindowInfo);
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_renderer.Initialize();
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// Make sure the first frame is not transparent.
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GL.ClearColor(OpenTK.Color.Black);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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SwapBuffers();
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}
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while (IsActive)
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{
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@ -270,8 +266,6 @@ namespace Ryujinx.Ui
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return;
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}
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using (ScopedGlContext scopedGLContext = new ScopedGlContext(WindowInfo, GraphicsContext))
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{
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_ticks += _chrono.ElapsedTicks;
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_chrono.Restart();
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@ -309,7 +303,6 @@ namespace Ryujinx.Ui
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}
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}
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}
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}
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public void SwapBuffers()
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{
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@ -1,35 +0,0 @@
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using OpenTK.Graphics;
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using OpenTK.Platform;
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using System;
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using System.Threading;
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namespace Ryujinx.Ui
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{
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class ScopedGlContext : IDisposable
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{
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private IGraphicsContext _graphicsContext;
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private static readonly object _lock = new object();
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public ScopedGlContext(IWindowInfo windowInfo, IGraphicsContext graphicsContext)
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{
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_graphicsContext = graphicsContext;
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Monitor.Enter(_lock);
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MakeCurrent(windowInfo);
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}
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private void MakeCurrent(IWindowInfo windowInfo)
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{
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_graphicsContext.MakeCurrent(windowInfo);
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}
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public void Dispose()
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{
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MakeCurrent(null);
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Monitor.Exit(_lock);
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}
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}
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}
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