VideoCommon: Pass WindowSystemInfo to InitBackendInfo
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@ -261,7 +261,7 @@ bool Init(std::unique_ptr<BootParameters> boot, const WindowSystemInfo& wsi)
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Host_UpdateMainFrame(); // Disable any menus or buttons at boot
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// Manually reactivate the video backend in case a GameINI overrides the video backend setting.
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VideoBackendBase::PopulateBackendInfo();
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VideoBackendBase::PopulateBackendInfo(wsi);
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// Issue any API calls which must occur on the main thread for the graphics backend.
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WindowSystemInfo prepared_wsi(wsi);
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@ -579,7 +579,7 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
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system.GetPowerPC().GetDebugInterface().Clear(guard);
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}};
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VideoBackendBase::PopulateBackendInfo();
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VideoBackendBase::PopulateBackendInfo(wsi);
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if (!g_video_backend->Initialize(wsi))
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{
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@ -24,7 +24,7 @@
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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GraphicsWindow::GraphicsWindow(MainWindow* parent) : QDialog(parent)
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GraphicsWindow::GraphicsWindow(MainWindow* parent) : QDialog(parent), m_main_window(parent)
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{
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CreateMainLayout();
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@ -68,7 +68,7 @@ void GraphicsWindow::CreateMainLayout()
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void GraphicsWindow::OnBackendChanged(const QString& backend_name)
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{
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Config::SetBase(Config::MAIN_GFX_BACKEND, backend_name.toStdString());
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VideoBackendBase::PopulateBackendInfoFromUI();
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VideoBackendBase::PopulateBackendInfoFromUI(m_main_window->GetWindowSystemInfo());
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setWindowTitle(
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tr("%1 Graphics Configuration").arg(tr(g_video_backend->GetDisplayName().c_str())));
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@ -28,4 +28,6 @@ signals:
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private:
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void CreateMainLayout();
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void OnBackendChanged(const QString& backend);
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MainWindow* const m_main_window;
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};
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@ -343,12 +343,17 @@ MainWindow::~MainWindow()
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Config::Save();
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}
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WindowSystemInfo MainWindow::GetWindowSystemInfo() const
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{
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return ::GetWindowSystemInfo(m_render_widget->windowHandle());
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}
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void MainWindow::InitControllers()
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{
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if (g_controller_interface.IsInit())
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return;
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UICommon::InitControllers(GetWindowSystemInfo(windowHandle()));
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UICommon::InitControllers(::GetWindowSystemInfo(windowHandle()));
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m_hotkey_scheduler = new HotkeyScheduler();
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m_hotkey_scheduler->Start();
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@ -1098,7 +1103,7 @@ void MainWindow::StartGame(std::unique_ptr<BootParameters>&& parameters)
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// Boot up, show an error if it fails to load the game.
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if (!BootManager::BootCore(std::move(parameters),
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GetWindowSystemInfo(m_render_widget->windowHandle())))
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::GetWindowSystemInfo(m_render_widget->windowHandle())))
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{
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ModalMessageBox::critical(this, tr("Error"), tr("Failed to init core"), QMessageBox::Ok);
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HideRenderWidget();
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@ -1206,7 +1211,7 @@ void MainWindow::HideRenderWidget(bool reinit, bool is_exit)
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// The controller interface will still be registered to the old render widget, if the core
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// has booted. Therefore, we should re-bind it to the main window for now. When the core
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// is next started, it will be swapped back to the new render widget.
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g_controller_interface.ChangeWindow(GetWindowSystemInfo(windowHandle()).render_window,
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g_controller_interface.ChangeWindow(::GetWindowSystemInfo(windowHandle()).render_window,
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is_exit ? ControllerInterface::WindowChangeReason::Exit :
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ControllerInterface::WindowChangeReason::Other);
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}
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@ -50,6 +50,7 @@ class ThreadWidget;
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class ToolBar;
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class WatchWidget;
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class WiiTASInputWindow;
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struct WindowSystemInfo;
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namespace DiscIO
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{
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@ -76,6 +77,7 @@ public:
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~MainWindow();
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void Show();
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WindowSystemInfo GetWindowSystemInfo() const;
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bool eventFilter(QObject* object, QEvent* event) override;
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@ -63,7 +63,7 @@ std::optional<std::string> VideoBackend::GetWarningMessage() const
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return result;
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}
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void VideoBackend::InitBackendInfo()
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void VideoBackend::InitBackendInfo(const WindowSystemInfo& wsi)
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{
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if (!D3DCommon::LoadLibraries())
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return;
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@ -18,7 +18,7 @@ public:
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std::string GetDisplayName() const override;
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std::optional<std::string> GetWarningMessage() const override;
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void InitBackendInfo() override;
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void InitBackendInfo(const WindowSystemInfo& wsi) override;
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static constexpr const char* NAME = "D3D";
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@ -36,7 +36,7 @@ std::string VideoBackend::GetDisplayName() const
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return "Direct3D 12";
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}
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void VideoBackend::InitBackendInfo()
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void VideoBackend::InitBackendInfo(const WindowSystemInfo& wsi)
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{
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if (!D3DCommon::LoadLibraries())
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return;
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@ -16,7 +16,7 @@ public:
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std::string GetName() const override;
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std::string GetDisplayName() const override;
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void InitBackendInfo() override;
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void InitBackendInfo(const WindowSystemInfo& wsi) override;
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static constexpr const char* NAME = "D3D12";
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@ -119,7 +119,7 @@ void Metal::VideoBackend::Shutdown()
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ObjectCache::Shutdown();
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}
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void Metal::VideoBackend::InitBackendInfo()
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void Metal::VideoBackend::InitBackendInfo(const WindowSystemInfo& wsi)
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{
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@autoreleasepool
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{
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@ -18,7 +18,7 @@ public:
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std::string GetDisplayName() const override;
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std::optional<std::string> GetWarningMessage() const override;
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void InitBackendInfo() override;
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void InitBackendInfo(const WindowSystemInfo& wsi) override;
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void PrepareWindow(WindowSystemInfo& wsi) override;
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@ -25,7 +25,7 @@
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namespace Null
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{
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void VideoBackend::InitBackendInfo()
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void VideoBackend::InitBackendInfo(const WindowSystemInfo& wsi)
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{
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g_Config.backend_info.api_type = APIType::Nothing;
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g_Config.backend_info.MaxTextureSize = 16384;
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@ -15,7 +15,7 @@ public:
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std::string GetName() const override { return NAME; }
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std::string GetDisplayName() const override;
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void InitBackendInfo() override;
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void InitBackendInfo(const WindowSystemInfo& wsi) override;
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static constexpr const char* NAME = "Null";
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};
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@ -74,8 +74,45 @@ std::string VideoBackend::GetDisplayName() const
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return _trans("OpenGL");
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}
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void VideoBackend::InitBackendInfo()
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void VideoBackend::InitBackendInfo(const WindowSystemInfo& wsi)
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{
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std::unique_ptr<GLContext> temp_gl_context =
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GLContext::Create(wsi, g_Config.stereo_mode == StereoMode::QuadBuffer, true, false,
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Config::Get(Config::GFX_PREFER_GLES));
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if (!temp_gl_context)
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return;
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FillBackendInfo(temp_gl_context.get());
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}
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bool VideoBackend::InitializeGLExtensions(GLContext* context)
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{
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// Init extension support.
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if (!GLExtensions::Init(context))
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{
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// OpenGL 2.0 is required for all shader based drawings. There is no way to get this by
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// extensions
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PanicAlertFmtT("GPU: OGL ERROR: Does your video card support OpenGL 2.0?");
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return false;
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}
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if (GLExtensions::Version() < 300)
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{
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// integer vertex attributes require a gl3 only function
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PanicAlertFmtT("GPU: OGL ERROR: Need OpenGL version 3.\n"
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"GPU: Does your video card support OpenGL 3?");
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return false;
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}
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return true;
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}
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bool VideoBackend::FillBackendInfo(GLContext* context)
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{
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if (!InitializeGLExtensions(context))
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return false;
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g_Config.backend_info.api_type = APIType::OpenGL;
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g_Config.backend_info.MaxTextureSize = 16384;
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g_Config.backend_info.bUsesLowerLeftOrigin = true;
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@ -123,33 +160,6 @@ void VideoBackend::InitBackendInfo()
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// aamodes - 1 is to stay consistent with D3D (means no AA)
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g_Config.backend_info.AAModes = {1, 2, 4, 8};
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}
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bool VideoBackend::InitializeGLExtensions(GLContext* context)
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{
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// Init extension support.
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if (!GLExtensions::Init(context))
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{
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// OpenGL 2.0 is required for all shader based drawings. There is no way to get this by
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// extensions
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PanicAlertFmtT("GPU: OGL ERROR: Does your video card support OpenGL 2.0?");
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return false;
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}
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if (GLExtensions::Version() < 300)
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{
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// integer vertex attributes require a gl3 only function
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PanicAlertFmtT("GPU: OGL ERROR: Need OpenGL version 3.\n"
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"GPU: Does your video card support OpenGL 3?");
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return false;
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}
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return true;
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}
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bool VideoBackend::FillBackendInfo()
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{
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InitBackendInfo();
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// check for the max vertex attributes
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GLint numvertexattribs = 0;
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@ -184,7 +194,7 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
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if (!main_gl_context)
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return false;
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if (!InitializeGLExtensions(main_gl_context.get()) || !FillBackendInfo())
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if (!FillBackendInfo(main_gl_context.get()))
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return false;
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auto gfx = std::make_unique<OGLGfx>(std::move(main_gl_context), wsi.render_surface_scale);
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@ -19,12 +19,12 @@ public:
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std::string GetName() const override;
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std::string GetDisplayName() const override;
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void InitBackendInfo() override;
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void InitBackendInfo(const WindowSystemInfo& wsi) override;
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static constexpr const char* NAME = "OGL";
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private:
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bool InitializeGLExtensions(GLContext* context);
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bool FillBackendInfo();
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bool FillBackendInfo(GLContext* context);
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};
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} // namespace OGL
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@ -62,7 +62,7 @@ std::optional<std::string> VideoSoftware::GetWarningMessage() const
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"really want to enable software rendering? If unsure, select 'No'.");
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}
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void VideoSoftware::InitBackendInfo()
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void VideoSoftware::InitBackendInfo(const WindowSystemInfo& wsi)
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{
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g_Config.backend_info.api_type = APIType::Nothing;
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g_Config.backend_info.MaxTextureSize = 16384;
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@ -17,7 +17,7 @@ class VideoSoftware : public VideoBackendBase
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std::string GetDisplayName() const override;
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std::optional<std::string> GetWarningMessage() const override;
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void InitBackendInfo() override;
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void InitBackendInfo(const WindowSystemInfo& wsi) override;
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static constexpr const char* NAME = "Software Renderer";
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};
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@ -30,7 +30,7 @@
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namespace Vulkan
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{
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void VideoBackend::InitBackendInfo()
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void VideoBackend::InitBackendInfo(const WindowSystemInfo& wsi)
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{
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VulkanContext::PopulateBackendInfo(&g_Config);
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@ -16,7 +16,7 @@ public:
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std::string GetName() const override { return NAME; }
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std::string GetDisplayName() const override { return _trans("Vulkan"); }
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void InitBackendInfo() override;
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void InitBackendInfo(const WindowSystemInfo& wsi) override;
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void PrepareWindow(WindowSystemInfo& wsi) override;
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static constexpr const char* NAME = "Vulkan";
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@ -281,7 +281,7 @@ void VideoBackendBase::ActivateBackend(const std::string& name)
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g_video_backend = iter->get();
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}
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void VideoBackendBase::PopulateBackendInfo()
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void VideoBackendBase::PopulateBackendInfo(const WindowSystemInfo& wsi)
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{
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g_Config.Refresh();
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// Reset backend_info so if the backend forgets to initialize something it doesn't end up using
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@ -289,18 +289,18 @@ void VideoBackendBase::PopulateBackendInfo()
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g_Config.backend_info = {};
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ActivateBackend(Config::Get(Config::MAIN_GFX_BACKEND));
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g_Config.backend_info.DisplayName = g_video_backend->GetDisplayName();
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g_video_backend->InitBackendInfo();
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g_video_backend->InitBackendInfo(wsi);
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// We validate the config after initializing the backend info, as system-specific settings
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// such as anti-aliasing, or the selected adapter may be invalid, and should be checked.
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g_Config.VerifyValidity();
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}
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void VideoBackendBase::PopulateBackendInfoFromUI()
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void VideoBackendBase::PopulateBackendInfoFromUI(const WindowSystemInfo& wsi)
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{
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// If the core is running, the backend info will have been populated already.
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// If we did it here, the UI thread can race with the with the GPU thread.
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if (!Core::IsRunning())
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PopulateBackendInfo();
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PopulateBackendInfo(wsi);
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}
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void VideoBackendBase::DoState(PointerWrap& p)
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@ -47,7 +47,7 @@ public:
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virtual std::string GetName() const = 0;
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virtual std::string GetDisplayName() const { return GetName(); }
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virtual void InitBackendInfo() = 0;
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virtual void InitBackendInfo(const WindowSystemInfo& wsi) = 0;
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virtual std::optional<std::string> GetWarningMessage() const { return {}; }
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// Prepares a native window for rendering. This is called on the main thread, or the
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@ -69,9 +69,9 @@ public:
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static void ActivateBackend(const std::string& name);
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// Fills the backend_info fields with the capabilities of the selected backend/device.
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static void PopulateBackendInfo();
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static void PopulateBackendInfo(const WindowSystemInfo& wsi);
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// Called by the UI thread when the graphics config is opened.
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static void PopulateBackendInfoFromUI();
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static void PopulateBackendInfoFromUI(const WindowSystemInfo& wsi);
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// Wrapper function which pushes the event to the GPU thread.
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void DoState(PointerWrap& p);
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