Frontend PR fixes (#6378)

* citra_qt: Check if renderer is null

* core: Fix dynarmic use-after-free error

* bootmanager: Add current context check in DoneCurrent

* Loading a save state would destroy the frame dumper class, which contains a shared context. That context would call DoneCurrent without checking if it was actually bound or not, resulting in crashes when calling opengl functions

* externals: Correct glad readme

* common: Log renderer debug setting

* citra: Make lambda lower case

* Consistency with review comments on the PR

* video_core: Kill more global state

* GetResolutionScaleFactor would be called somewhere in the renderer constructor chain but it relies on the yet unitialized g_renderer, resulting in crashes when the resolution scale is set to auto. Rather than adding a workaround, let's kill this global state to fix this for good
This commit is contained in:
GPUCode 2023-03-30 14:24:49 +03:00 committed by GitHub
parent 5346ca27b5
commit ffc95eb59b
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GPG key ID: 4AEE18F83AFDEB23
17 changed files with 102 additions and 93 deletions

View file

@ -64,11 +64,10 @@ GLenum MakeAttributeType(Pica::PipelineRegs::VertexAttributeFormat format) {
} // Anonymous namespace
RasterizerOpenGL::RasterizerOpenGL(Memory::MemorySystem& memory, Frontend::EmuWindow& emu_window,
RasterizerOpenGL::RasterizerOpenGL(Memory::MemorySystem& memory, VideoCore::RendererBase& renderer,
Driver& driver_)
: VideoCore::RasterizerAccelerated{memory}, driver{driver_}, vertex_buffer{driver,
GL_ARRAY_BUFFER,
VERTEX_BUFFER_SIZE},
: VideoCore::RasterizerAccelerated{memory}, driver{driver_}, res_cache{renderer},
vertex_buffer{driver, GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE},
uniform_buffer{driver, GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE},
index_buffer{driver, GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE},
texture_buffer{driver, GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE}, texture_lf_buffer{
@ -167,12 +166,14 @@ RasterizerOpenGL::RasterizerOpenGL(Memory::MemorySystem& memory, Frontend::EmuWi
#ifdef __APPLE__
if (driver.GetVendor() == Vendor::Intel) {
shader_program_manager = std::make_unique<ShaderProgramManager>(
emu_window, driver, VideoCore::g_separable_shader_enabled);
renderer.GetRenderWindow(), driver, VideoCore::g_separable_shader_enabled);
} else {
shader_program_manager = std::make_unique<ShaderProgramManager>(emu_window, driver, true);
shader_program_manager =
std::make_unique<ShaderProgramManager>(renderer.GetRenderWindow(), driver, true);
}
#else
shader_program_manager = std::make_unique<ShaderProgramManager>(emu_window, driver, !GLES);
shader_program_manager =
std::make_unique<ShaderProgramManager>(renderer.GetRenderWindow(), driver, !GLES);
#endif
glEnable(GL_BLEND);

View file

@ -14,8 +14,8 @@
#include "video_core/renderer_opengl/gl_stream_buffer.h"
#include "video_core/shader/shader.h"
namespace Frontend {
class EmuWindow;
namespace VideoCore {
class RendererBase;
}
namespace OpenGL {
@ -25,7 +25,7 @@ class ShaderProgramManager;
class RasterizerOpenGL : public VideoCore::RasterizerAccelerated {
public:
explicit RasterizerOpenGL(Memory::MemorySystem& memory, Frontend::EmuWindow& emu_window,
explicit RasterizerOpenGL(Memory::MemorySystem& memory, VideoCore::RendererBase& renderer,
Driver& driver);
~RasterizerOpenGL() override;

View file

@ -360,7 +360,7 @@ RendererOpenGL::RendererOpenGL(Core::System& system, Frontend::EmuWindow& window
}
frame_dumper.mailbox = std::make_unique<OGLVideoDumpingMailbox>();
InitOpenGLObjects();
rasterizer = std::make_unique<RasterizerOpenGL>(system.Memory(), render_window, driver);
rasterizer = std::make_unique<RasterizerOpenGL>(system.Memory(), *this, driver);
}
RendererOpenGL::~RendererOpenGL() = default;
@ -401,7 +401,7 @@ void RendererOpenGL::SwapBuffers() {
}
void RendererOpenGL::RenderScreenshot() {
if (renderer_settings.screenshot_requested.exchange(false)) {
if (settings.screenshot_requested.exchange(false)) {
// Draw this frame to the screenshot framebuffer
screenshot_framebuffer.Create();
GLuint old_read_fb = state.draw.read_framebuffer;
@ -409,7 +409,7 @@ void RendererOpenGL::RenderScreenshot() {
state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
state.Apply();
const auto layout{renderer_settings.screenshot_framebuffer_layout};
const Layout::FramebufferLayout layout{settings.screenshot_framebuffer_layout};
GLuint renderbuffer;
glGenRenderbuffers(1, &renderbuffer);
@ -421,7 +421,7 @@ void RendererOpenGL::RenderScreenshot() {
DrawScreens(layout, false);
glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
renderer_settings.screenshot_bits);
settings.screenshot_bits);
screenshot_framebuffer.Release();
state.draw.read_framebuffer = old_read_fb;
@ -429,7 +429,7 @@ void RendererOpenGL::RenderScreenshot() {
state.Apply();
glDeleteRenderbuffers(1, &renderbuffer);
renderer_settings.screenshot_complete_callback();
settings.screenshot_complete_callback();
}
}
@ -808,7 +808,7 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa
// As this is the "DrawSingleScreenRotated" function, the output resolution dimensions have been
// swapped. If a non-rotated draw-screen function were to be added for book-mode games, those
// should probably be set to the standard (w, h, 1.0 / w, 1.0 / h) ordering.
const u16 scale_factor = VideoCore::GetResolutionScaleFactor();
const u32 scale_factor = GetResolutionScaleFactor();
glUniform4f(uniform_i_resolution, static_cast<float>(screen_info.texture.width * scale_factor),
static_cast<float>(screen_info.texture.height * scale_factor),
1.0f / static_cast<float>(screen_info.texture.width * scale_factor),
@ -837,7 +837,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, fl
ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
}};
const u16 scale_factor = VideoCore::GetResolutionScaleFactor();
const u32 scale_factor = GetResolutionScaleFactor();
glUniform4f(uniform_i_resolution, static_cast<float>(screen_info.texture.width * scale_factor),
static_cast<float>(screen_info.texture.height * scale_factor),
1.0f / static_cast<float>(screen_info.texture.width * scale_factor),
@ -871,7 +871,7 @@ void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info
ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right),
}};
const u16 scale_factor = VideoCore::GetResolutionScaleFactor();
const u32 scale_factor = GetResolutionScaleFactor();
glUniform4f(uniform_i_resolution,
static_cast<float>(screen_info_l.texture.width * scale_factor),
static_cast<float>(screen_info_l.texture.height * scale_factor),
@ -906,7 +906,7 @@ void RendererOpenGL::DrawSingleScreenStereo(const ScreenInfo& screen_info_l,
ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
}};
const u16 scale_factor = VideoCore::GetResolutionScaleFactor();
const u32 scale_factor = GetResolutionScaleFactor();
glUniform4f(uniform_i_resolution,
static_cast<float>(screen_info_l.texture.width * scale_factor),
static_cast<float>(screen_info_l.texture.height * scale_factor),
@ -933,18 +933,18 @@ void RendererOpenGL::DrawSingleScreenStereo(const ScreenInfo& screen_info_l,
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool flipped) {
if (VideoCore::g_renderer_bg_color_update_requested.exchange(false)) {
if (settings.bg_color_update_requested.exchange(false)) {
// Update background color before drawing
glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(),
Settings::values.bg_blue.GetValue(), 0.0f);
}
if (VideoCore::g_renderer_sampler_update_requested.exchange(false)) {
if (settings.sampler_update_requested.exchange(false)) {
// Set the new filtering mode for the sampler
ReloadSampler();
}
if (VideoCore::g_renderer_shader_update_requested.exchange(false)) {
if (settings.shader_update_requested.exchange(false)) {
// Update fragment shader before drawing
shader.Release();
// Link shaders and get variable locations