gl_device: Use a more robust way to use strict context mode
Instead of checking a environment variable which may not actually exist or is just wrong, ask QT if it's running on the wayland platform.
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2221afaf26
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09e3029c11
6 changed files with 17 additions and 8 deletions
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@ -131,6 +131,10 @@ public:
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return active_config;
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}
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bool StrictContextRequired() const {
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return strict_context_required;
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}
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/**
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* Requests the internal configuration to be replaced by the specified argument at some point in
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* the future.
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@ -207,6 +211,8 @@ protected:
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WindowSystemInfo window_info;
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bool strict_context_required = false;
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private:
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/**
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* Handler called when the minimal client area was requested to be changed via SetConfig.
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@ -112,7 +112,7 @@ bool IsASTCSupported() {
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}
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} // Anonymous namespace
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Device::Device() {
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Device::Device(Core::Frontend::EmuWindow& emu_window) {
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if (!GLAD_GL_VERSION_4_6) {
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LOG_ERROR(Render_OpenGL, "OpenGL 4.6 is not available");
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throw std::runtime_error{"Insufficient version"};
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@ -127,10 +127,8 @@ Device::Device() {
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#ifdef __unix__
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constexpr bool is_linux = true;
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const bool is_wayland = strcasecmp(getenv("XDG_SESSION_TYPE"), "wayland") == 0;
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#else
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constexpr bool is_linux = false;
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constexpr bool is_wayland = false;
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#endif
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bool disable_fast_buffer_sub_data = false;
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@ -195,12 +193,12 @@ Device::Device() {
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}
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}
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strict_context_required = emu_window.StrictContextRequired();
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// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
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// Blocks EGL on Wayland from using asynchronous shader compilation.
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
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!(is_amd || (is_intel && !is_linux)) && !is_wayland;
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!(is_amd || (is_intel && !is_linux)) && !strict_context_required;
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use_driver_cache = is_nvidia;
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strict_context_required = is_wayland;
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
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@ -5,6 +5,7 @@
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#include <cstddef>
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#include "common/common_types.h"
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#include "core/frontend/emu_window.h"
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#include "shader_recompiler/stage.h"
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namespace Settings {
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@ -15,7 +16,7 @@ namespace OpenGL {
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class Device {
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public:
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explicit Device();
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explicit Device(Core::Frontend::EmuWindow& emu_window);
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[[nodiscard]] std::string GetVendorName() const;
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@ -140,8 +140,8 @@ RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
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Core::Memory::Memory& cpu_memory_, Tegra::GPU& gpu_,
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std::unique_ptr<Core::Frontend::GraphicsContext> context_)
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: RendererBase{emu_window_, std::move(context_)}, telemetry_session{telemetry_session_},
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emu_window{emu_window_}, cpu_memory{cpu_memory_}, gpu{gpu_}, state_tracker{},
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program_manager{device},
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emu_window{emu_window_}, cpu_memory{cpu_memory_}, gpu{gpu_}, device{emu_window_},
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state_tracker{}, program_manager{device},
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rasterizer(emu_window, gpu, cpu_memory, device, screen_info, program_manager, state_tracker) {
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if (Settings::values.renderer_debug && GLAD_GL_KHR_debug) {
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glEnable(GL_DEBUG_OUTPUT);
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@ -314,6 +314,8 @@ GRenderWindow::GRenderWindow(GMainWindow* parent, EmuThread* emu_thread_,
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input_subsystem->Initialize();
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this->setMouseTracking(true);
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strict_context_required = QGuiApplication::platformName() == QStringLiteral("wayland");
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connect(this, &GRenderWindow::FirstFrameDisplayed, parent, &GMainWindow::OnLoadComplete);
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connect(this, &GRenderWindow::ExecuteProgramSignal, parent, &GMainWindow::OnExecuteProgram,
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Qt::QueuedConnection);
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@ -104,6 +104,8 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsyste
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exit(1);
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}
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strict_context_required = strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0;
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SetWindowIcon();
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if (fullscreen) {
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