rpcsx/rpcs3/rpcs3qt/gl_gs_frame.cpp
kd-11 6b23e733d0 rsx/gl/vk: Improvements
- gl: Do not call makeCurrent every flip - it is already called in set_current()
- gl: Improve ring buffer behaviour; use sliding window to view buffers larger than maximum viewable hardware range
  NV hardware can only view 128M at a time
- gl/vk: Bump transform constant heap size When lots of draw calls are issued, the heap is exhaused very fast (8k per draw)
- gl: Remove CLIENT_STORAGE_BIT from ring buffers. Performance is marginally better without this flag (at least on windows)
2018-03-13 18:55:03 +03:00

74 lines
1.7 KiB
C++

#include "stdafx.h"
#include "gl_gs_frame.h"
#include "Emu/System.h"
#include <QOpenGLContext>
#include <QWindow>
gl_gs_frame::gl_gs_frame(const QRect& geometry, QIcon appIcon, bool disableMouse)
: gs_frame("OpenGL", geometry, appIcon, disableMouse)
{
setSurfaceType(QSurface::OpenGLSurface);
m_format.setMajorVersion(4);
m_format.setMinorVersion(3);
m_format.setProfile(QSurfaceFormat::CoreProfile);
m_format.setDepthBufferSize(16);
m_format.setSwapBehavior(QSurfaceFormat::SwapBehavior::DoubleBuffer);
if (g_cfg.video.debug_output)
{
m_format.setOption(QSurfaceFormat::FormatOption::DebugContext);
}
setFormat(m_format);
}
draw_context_t gl_gs_frame::make_context()
{
auto context = new QOpenGLContext();
context->setFormat(m_format);
context->create();
return context;
}
void gl_gs_frame::set_current(draw_context_t ctx)
{
if (!((QOpenGLContext*)ctx)->makeCurrent(this))
{
create();
((QOpenGLContext*)ctx)->makeCurrent(this);
}
}
void gl_gs_frame::delete_context(draw_context_t ctx)
{
auto gl_ctx = (QOpenGLContext*)ctx;
gl_ctx->doneCurrent();
#ifndef _WIN32
delete gl_ctx;
#else
//AMD driver crashes when executing wglDeleteContext
//Catch with SEH
__try
{
delete gl_ctx;
}
__except(GetExceptionCode() == EXCEPTION_ACCESS_VIOLATION ? EXCEPTION_EXECUTE_HANDLER : EXCEPTION_CONTINUE_SEARCH)
{
LOG_FATAL(RSX, "Your graphics driver just crashed whilst cleaning up. All consumed VRAM should have been released, but you may want to restart the emulator just in case");
}
#endif
}
void gl_gs_frame::flip(draw_context_t context, bool skip_frame)
{
gs_frame::flip(context);
//Do not swap buffers if frame skip is active
if (skip_frame) return;
((QOpenGLContext*)context)->swapBuffers(this);
}