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https://github.com/citra-emu/citra.git
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Non-racing render context, rast state priority
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parent
4171d6e7b1
commit
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@ -28,11 +28,11 @@
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EmuThread::EmuThread(GRenderWindow* render_window) :
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EmuThread::EmuThread(GRenderWindow* render_window) :
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exec_step(false), running(false), stop_run(false), render_window(render_window) {
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exec_step(false), running(false), stop_run(false), render_window(render_window) {
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connect(this, SIGNAL(started()), render_window, SLOT(moveContext()));
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}
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}
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void EmuThread::run() {
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void EmuThread::run() {
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render_window->MakeCurrent();
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stop_run = false;
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stop_run = false;
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// holds whether the cpu was running during the last iteration,
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// holds whether the cpu was running during the last iteration,
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@ -210,6 +210,7 @@ void GMainWindow::BootGame(std::string filename) {
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// Create and start the emulation thread
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// Create and start the emulation thread
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emu_thread = Common::make_unique<EmuThread>(render_window);
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emu_thread = Common::make_unique<EmuThread>(render_window);
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emit EmulationStarting(emu_thread.get());
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emit EmulationStarting(emu_thread.get());
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render_window->moveContext();
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emu_thread->start();
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emu_thread->start();
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
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@ -75,10 +75,6 @@ void RasterizerOpenGL::InitObjects() {
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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state.draw.shader_program = shader.GetHandle();
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state.draw.shader_program = shader.GetHandle();
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for (auto& texture_unit : state.texture_units) {
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texture_unit.enabled_2d = true;
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}
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state.Apply();
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state.Apply();
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// Set the texture samplers to correspond to different texture units
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// Set the texture samplers to correspond to different texture units
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@ -65,8 +65,7 @@ RendererOpenGL::~RendererOpenGL() {
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/// Swap buffers (render frame)
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers() {
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void RendererOpenGL::SwapBuffers() {
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render_window->MakeCurrent();
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.Apply();
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state.Apply();
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