Bootmanager/CPU_Manager: Correct shader caches and sync GPU on OpenGL.

master
Fernando Sahmkow 2020-03-31 13:52:07 +07:00
parent 19165cd859
commit 54e304fe2a
2 changed files with 13 additions and 6 deletions

@ -22,13 +22,7 @@ CpuManager::CpuManager(System& system) : system{system} {}
CpuManager::~CpuManager() = default;
void CpuManager::ThreadStart(CpuManager& cpu_manager, std::size_t core) {
if (!cpu_manager.is_async_gpu && !cpu_manager.is_multicore) {
cpu_manager.render_window->MakeCurrent();
}
cpu_manager.RunThread(core);
if (!cpu_manager.is_async_gpu && !cpu_manager.is_multicore) {
cpu_manager.render_window->DoneCurrent();
}
}
void CpuManager::SetRenderWindow(Core::Frontend::EmuWindow& render_window) {
@ -353,10 +347,16 @@ void CpuManager::RunThread(std::size_t core) {
data.host_context = Common::Fiber::ThreadToFiber();
data.is_running = false;
data.initialized = true;
const bool sc_sync = !is_async_gpu && !is_multicore;
bool sc_sync_first_use = sc_sync;
/// Running
while (running_mode) {
data.is_running = false;
data.enter_barrier->Wait();
if (sc_sync_first_use) {
render_window->MakeCurrent();
sc_sync_first_use = false;
}
auto& scheduler = system.Kernel().CurrentScheduler();
Kernel::Thread* current_thread = scheduler.GetCurrentThread();
data.is_running = true;
@ -366,6 +366,9 @@ void CpuManager::RunThread(std::size_t core) {
data.exit_barrier->Wait();
data.is_paused = false;
}
if (sc_sync) {
render_window->DoneCurrent();
}
/// Time to cleanup
data.host_context->Exit();
data.enter_barrier.reset();

@ -56,6 +56,8 @@ void EmuThread::run() {
Core::System::GetInstance().RegisterHostThread();
context.MakeCurrent();
Core::System::GetInstance().Renderer().Rasterizer().LoadDiskResources(
stop_run, [this](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) {
emit LoadProgress(stage, value, total);
@ -63,6 +65,8 @@ void EmuThread::run() {
emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
context.DoneCurrent();
// Holds whether the cpu was running during the last iteration,
// so that the DebugModeLeft signal can be emitted before the
// next execution step