From bd6937ae5ca8bbc7c5e9b7792933d9971cf1768b Mon Sep 17 00:00:00 2001 From: Mary Guillemard Date: Sat, 10 Feb 2024 20:13:10 +0100 Subject: [PATCH] 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 --- src/Ryujinx.Ava/UI/Renderer/SPBOpenGLContext.cs | 2 ++ .../BackgroundContextWorker.cs | 2 ++ src/Ryujinx.Graphics.OpenGL/IOpenGLContext.cs | 17 +---------------- src/Ryujinx.Graphics.OpenGL/OpenGLRenderer.cs | 2 +- .../OpenGL/OpenGLWindow.cs | 2 ++ src/Ryujinx/Ui/SPBOpenGLContext.cs | 2 ++ 6 files changed, 10 insertions(+), 17 deletions(-) diff --git a/src/Ryujinx.Ava/UI/Renderer/SPBOpenGLContext.cs b/src/Ryujinx.Ava/UI/Renderer/SPBOpenGLContext.cs index 5ff756f24..63bf6cf7c 100644 --- a/src/Ryujinx.Ava/UI/Renderer/SPBOpenGLContext.cs +++ b/src/Ryujinx.Ava/UI/Renderer/SPBOpenGLContext.cs @@ -29,6 +29,8 @@ namespace Ryujinx.Ava.UI.Renderer _context.MakeCurrent(_window); } + public bool HasContext() => _context.IsCurrent; + public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext) { OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext); diff --git a/src/Ryujinx.Graphics.OpenGL/BackgroundContextWorker.cs b/src/Ryujinx.Graphics.OpenGL/BackgroundContextWorker.cs index ae647e388..f22e0df57 100644 --- a/src/Ryujinx.Graphics.OpenGL/BackgroundContextWorker.cs +++ b/src/Ryujinx.Graphics.OpenGL/BackgroundContextWorker.cs @@ -30,6 +30,8 @@ namespace Ryujinx.Graphics.OpenGL _thread.Start(); } + public bool HasContext() => _backgroundContext.HasContext(); + private void Run() { InBackground = true; diff --git a/src/Ryujinx.Graphics.OpenGL/IOpenGLContext.cs b/src/Ryujinx.Graphics.OpenGL/IOpenGLContext.cs index a11b9cb29..525418d74 100644 --- a/src/Ryujinx.Graphics.OpenGL/IOpenGLContext.cs +++ b/src/Ryujinx.Graphics.OpenGL/IOpenGLContext.cs @@ -7,21 +7,6 @@ namespace Ryujinx.Graphics.OpenGL { void MakeCurrent(); - // TODO: Support more APIs per platform. - static bool HasContext() - { - if (OperatingSystem.IsWindows()) - { - return WGLHelper.GetCurrentContext() != IntPtr.Zero; - } - else if (OperatingSystem.IsLinux()) - { - return GLXHelper.GetCurrentContext() != IntPtr.Zero; - } - else - { - return false; - } - } + bool HasContext(); } } diff --git a/src/Ryujinx.Graphics.OpenGL/OpenGLRenderer.cs b/src/Ryujinx.Graphics.OpenGL/OpenGLRenderer.cs index 3d774aad4..eabcb3c10 100644 --- a/src/Ryujinx.Graphics.OpenGL/OpenGLRenderer.cs +++ b/src/Ryujinx.Graphics.OpenGL/OpenGLRenderer.cs @@ -248,7 +248,7 @@ namespace Ryujinx.Graphics.OpenGL { // alwaysBackground is ignored, since we cannot switch from the current context. - if (IOpenGLContext.HasContext()) + if (_window.BackgroundContext.HasContext()) { action(); // We have a context already - use that (assuming it is the main one). } diff --git a/src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs b/src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs index 3fb93a0ec..7ea6e1481 100644 --- a/src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs +++ b/src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs @@ -96,6 +96,8 @@ namespace Ryujinx.Headless.SDL2.OpenGL } } + public bool HasContext() => SDL_GL_GetCurrentContext() != IntPtr.Zero; + public void Dispose() { SDL_GL_DeleteContext(_context); diff --git a/src/Ryujinx/Ui/SPBOpenGLContext.cs b/src/Ryujinx/Ui/SPBOpenGLContext.cs index 6f2db697a..0c5e57360 100644 --- a/src/Ryujinx/Ui/SPBOpenGLContext.cs +++ b/src/Ryujinx/Ui/SPBOpenGLContext.cs @@ -29,6 +29,8 @@ namespace Ryujinx.Ui _context.MakeCurrent(_window); } + public bool HasContext() => _context.IsCurrent; + public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext) { OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);