Fix the threading for GL Context in Qt5.

Connect the emu_thread start/finish to a moveContext slot.
merge-requests/60/head
Sacha 2014-08-25 00:47:00 +07:00
parent fab2f28ea5
commit a3a70e56ac
4 changed files with 21 additions and 10 deletions

@ -1,5 +1,6 @@
#include <QHBoxLayout> #include <QHBoxLayout>
#include <QKeyEvent> #include <QKeyEvent>
#include <QApplication>
#include "common/common.h" #include "common/common.h"
#include "bootmanager.hxx" #include "bootmanager.hxx"
@ -79,15 +80,11 @@ class GGLWidgetInternal : public QGLWidget
public: public:
GGLWidgetInternal(QGLFormat fmt, GRenderWindow* parent) : QGLWidget(parent) GGLWidgetInternal(QGLFormat fmt, GRenderWindow* parent) : QGLWidget(parent)
{ {
doneCurrent();
parent_ = parent; parent_ = parent;
} }
void paintEvent(QPaintEvent* ev) void paintEvent(QPaintEvent* ev)
{ {
// Apparently, Windows doesn't display anything if we don't call this here.
// TODO: Breaks linux though because we aren't calling doneCurrent() ... -.-
// makeCurrent();
} }
void resizeEvent(QResizeEvent* ev) { void resizeEvent(QResizeEvent* ev) {
parent_->SetClientAreaWidth(size().width()); parent_->SetClientAreaWidth(size().width());
@ -118,10 +115,22 @@ GRenderWindow::GRenderWindow(QWidget* parent) : QWidget(parent), emu_thread(this
layout->addWidget(child); layout->addWidget(child);
layout->setMargin(0); layout->setMargin(0);
setLayout(layout); setLayout(layout);
QObject::connect(&emu_thread, SIGNAL(started()), this, SLOT(moveContext()));
QObject::connect(&emu_thread, SIGNAL(finished()), this, SLOT(moveContext()));
BackupGeometry(); BackupGeometry();
} }
void GRenderWindow::moveContext()
{
DoneCurrent();
// We need to move GL context to the swapping thread in Qt5
#if QT_VERSION > QT_VERSION_CHECK(5, 0, 0)
// If the thread started running, move the GL Context to the new thread. Otherwise, move it back.
child->context()->moveToThread(emu_thread.isRunning() ? &emu_thread : qApp->thread());
#endif
}
GRenderWindow::~GRenderWindow() GRenderWindow::~GRenderWindow()
{ {
emu_thread.Stop(); emu_thread.Stop();
@ -129,7 +138,7 @@ GRenderWindow::~GRenderWindow()
void GRenderWindow::SwapBuffers() void GRenderWindow::SwapBuffers()
{ {
child->makeCurrent(); // TODO: Not necessary? // MakeCurrent is already called in renderer_opengl
child->swapBuffers(); child->swapBuffers();
} }
@ -212,4 +221,5 @@ void GRenderWindow::keyReleaseEvent(QKeyEvent* event)
if (!key_processed) if (!key_processed)
QWidget::keyPressEvent(event); QWidget::keyPressEvent(event);
*/ */
} }

@ -81,6 +81,8 @@ signals:
class GRenderWindow : public QWidget, public EmuWindow class GRenderWindow : public QWidget, public EmuWindow
{ {
Q_OBJECT
public: public:
GRenderWindow(QWidget* parent = NULL); GRenderWindow(QWidget* parent = NULL);
~GRenderWindow(); ~GRenderWindow();
@ -103,6 +105,9 @@ public:
void keyPressEvent(QKeyEvent* event); void keyPressEvent(QKeyEvent* event);
void keyReleaseEvent(QKeyEvent* event); void keyReleaseEvent(QKeyEvent* event);
private slots:
void moveContext();
private: private:
QGLWidget* child; QGLWidget* child;

@ -142,7 +142,6 @@ void GMainWindow::BootGame(std::string filename)
registersWidget->OnCPUStepped(); registersWidget->OnCPUStepped();
callstackWidget->OnCPUStepped(); callstackWidget->OnCPUStepped();
render_window->DoneCurrent(); // make sure EmuThread can access GL context
render_window->GetEmuThread().SetFilename(filename); render_window->GetEmuThread().SetFilename(filename);
render_window->GetEmuThread().start(); render_window->GetEmuThread().start();
@ -204,7 +203,6 @@ void GMainWindow::ToggleWindowMode()
ui.horizontalLayout->removeWidget(render_window); ui.horizontalLayout->removeWidget(render_window);
render_window->setParent(NULL); render_window->setParent(NULL);
render_window->setVisible(true); render_window->setVisible(true);
render_window->DoneCurrent();
render_window->RestoreGeometry(); render_window->RestoreGeometry();
} }
else if (!enable && render_window->parent() == NULL) else if (!enable && render_window->parent() == NULL)
@ -212,7 +210,6 @@ void GMainWindow::ToggleWindowMode()
render_window->BackupGeometry(); render_window->BackupGeometry();
ui.horizontalLayout->addWidget(render_window); ui.horizontalLayout->addWidget(render_window);
render_window->setVisible(true); render_window->setVisible(true);
render_window->DoneCurrent();
} }
} }

@ -36,7 +36,6 @@ void Init(EmuWindow* emu_window) {
glewExperimental = GL_TRUE; glewExperimental = GL_TRUE;
g_emu_window = emu_window; g_emu_window = emu_window;
g_emu_window->MakeCurrent();
g_renderer = new RendererOpenGL(); g_renderer = new RendererOpenGL();
g_renderer->SetWindow(g_emu_window); g_renderer->SetWindow(g_emu_window);
g_renderer->Init(); g_renderer->Init();