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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>
This commit is contained in:
Mary Guillemard 2024-02-10 20:13:10 +01:00 committed by GitHub
parent b82e789d4f
commit bd6937ae5c
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GPG key ID: B5690EEEBB952194
6 changed files with 10 additions and 17 deletions

View file

@ -29,6 +29,8 @@ namespace Ryujinx.Ava.UI.Renderer
_context.MakeCurrent(_window); _context.MakeCurrent(_window);
} }
public bool HasContext() => _context.IsCurrent;
public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext) public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext)
{ {
OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext); OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);

View file

@ -30,6 +30,8 @@ namespace Ryujinx.Graphics.OpenGL
_thread.Start(); _thread.Start();
} }
public bool HasContext() => _backgroundContext.HasContext();
private void Run() private void Run()
{ {
InBackground = true; InBackground = true;

View file

@ -7,21 +7,6 @@ namespace Ryujinx.Graphics.OpenGL
{ {
void MakeCurrent(); void MakeCurrent();
// TODO: Support more APIs per platform. bool HasContext();
static bool HasContext()
{
if (OperatingSystem.IsWindows())
{
return WGLHelper.GetCurrentContext() != IntPtr.Zero;
}
else if (OperatingSystem.IsLinux())
{
return GLXHelper.GetCurrentContext() != IntPtr.Zero;
}
else
{
return false;
}
}
} }
} }

View file

@ -248,7 +248,7 @@ namespace Ryujinx.Graphics.OpenGL
{ {
// alwaysBackground is ignored, since we cannot switch from the current context. // 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). action(); // We have a context already - use that (assuming it is the main one).
} }

View file

@ -96,6 +96,8 @@ namespace Ryujinx.Headless.SDL2.OpenGL
} }
} }
public bool HasContext() => SDL_GL_GetCurrentContext() != IntPtr.Zero;
public void Dispose() public void Dispose()
{ {
SDL_GL_DeleteContext(_context); SDL_GL_DeleteContext(_context);

View file

@ -29,6 +29,8 @@ namespace Ryujinx.Ui
_context.MakeCurrent(_window); _context.MakeCurrent(_window);
} }
public bool HasContext() => _context.IsCurrent;
public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext) public static SPBOpenGLContext CreateBackgroundContext(OpenGLContextBase sharedContext)
{ {
OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext); OpenGLContextBase context = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, 3, 3, OpenGLContextFlags.Compat, true, sharedContext);