bootmanager: Ensure that we have a context for shader loading.
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		| @@ -20,10 +20,7 @@ | |||||||
| EmuThread::EmuThread(GRenderWindow* render_window) : render_window(render_window) {} | EmuThread::EmuThread(GRenderWindow* render_window) : render_window(render_window) {} | ||||||
|  |  | ||||||
| void EmuThread::run() { | void EmuThread::run() { | ||||||
|     if (!Settings::values.use_multi_core) { |  | ||||||
|         // Single core mode must acquire OpenGL context for entire emulation session |  | ||||||
|     render_window->MakeCurrent(); |     render_window->MakeCurrent(); | ||||||
|     } |  | ||||||
|  |  | ||||||
|     MicroProfileOnThreadCreate("EmuThread"); |     MicroProfileOnThreadCreate("EmuThread"); | ||||||
|  |  | ||||||
| @@ -38,6 +35,11 @@ void EmuThread::run() { | |||||||
|  |  | ||||||
|     emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0); |     emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0); | ||||||
|  |  | ||||||
|  |     if (Settings::values.use_asynchronous_gpu_emulation) { | ||||||
|  |         // Release OpenGL context for the GPU thread | ||||||
|  |         render_window->DoneCurrent(); | ||||||
|  |     } | ||||||
|  |  | ||||||
|     // holds whether the cpu was running during the last iteration, |     // holds whether the cpu was running during the last iteration, | ||||||
|     // so that the DebugModeLeft signal can be emitted before the |     // so that the DebugModeLeft signal can be emitted before the | ||||||
|     // next execution step |     // next execution step | ||||||
|   | |||||||
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