Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

More GL state leak fixing #13301

Merged
merged 3 commits into from
Aug 18, 2020
Merged
Show file tree
Hide file tree
Changes from 1 commit
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions Core/HLE/sceKernel.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -107,6 +107,7 @@ void __KernelInit()
ERROR_LOG(SCEKERNEL, "Can't init kernel when kernel is running");
return;
}
INFO_LOG(SCEKERNEL, "Initializing kernel...");

__KernelTimeInit();
__InterruptsInit();
Expand Down
2 changes: 1 addition & 1 deletion Core/HLE/sceKernelModule.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1654,7 +1654,7 @@ void __KernelLoadReset() {
bool __KernelLoadExec(const char *filename, u32 paramPtr, std::string *error_string) {
SceKernelLoadExecParam param;

PSP_SetLoading("Loading game...");
PSP_SetLoading("Loading exec...");

if (paramPtr)
Memory::ReadStruct(paramPtr, &param);
Expand Down
6 changes: 3 additions & 3 deletions Core/System.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -108,9 +108,9 @@ static GPUBackend gpuBackend;
static std::string gpuBackendDevice;

// Ugly!
static bool pspIsInited = false;
static bool pspIsIniting = false;
static bool pspIsQuitting = false;
static volatile bool pspIsInited = false;
static volatile bool pspIsIniting = false;
static volatile bool pspIsQuitting = false;

void ResetUIState() {
globalUIState = UISTATE_MENU;
Expand Down
1 change: 1 addition & 0 deletions GPU/GLES/DrawEngineGLES.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -314,6 +314,7 @@ void DrawEngineGLES::DoFlush() {
if (lastRenderStepId_ != curRenderStepId) {
// Dirty everything that has dynamic state that will need re-recording.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
textureCache_->ForgetLastTexture();
lastRenderStepId_ = curRenderStepId;
}

Expand Down
1 change: 0 additions & 1 deletion UI/EmuScreen.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1090,7 +1090,6 @@ void EmuScreen::CreateViews() {
loadingSpinner->SetTag("LoadingSpinner");

// Don't really need this, and it creates a lot of strings to translate...
// Maybe just show "Loading game..." only?
loadingTextView->SetVisibility(V_GONE);
loadingTextView->SetShadow(true);

Expand Down
1 change: 1 addition & 0 deletions ext/native/thin3d/GLQueueRunner.h
Original file line number Diff line number Diff line change
Expand Up @@ -416,6 +416,7 @@ class GLQueueRunner {
GLuint currentReadHandle_ = 0;

GLuint AllocTextureName();

// Texture name cache. Ripped straight from TextureCacheGLES.
std::vector<GLuint> nameCache_;
std::unordered_map<int, std::string> glStrings_;
Expand Down
23 changes: 19 additions & 4 deletions ext/native/thin3d/thin3d_gl.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -483,14 +483,16 @@ class OpenGLContext : public DrawContext {

private:
void ApplySamplers();
void Unbind();

GLRenderManager renderManager_;

OpenGLSamplerState *boundSamplers_[MAX_TEXTURE_SLOTS]{};
OpenGLTexture *boundTextures_[MAX_TEXTURE_SLOTS]{};
DeviceCaps caps_{};

// Bound state
OpenGLSamplerState *boundSamplers_[MAX_TEXTURE_SLOTS]{};
OpenGLTexture *boundTextures_[MAX_TEXTURE_SLOTS]{};

OpenGLPipeline *curPipeline_ = nullptr;
OpenGLBuffer *curVBuffers_[4]{};
int curVBufferOffsets_[4]{};
Expand Down Expand Up @@ -610,17 +612,24 @@ void OpenGLContext::BeginFrame() {
}

void OpenGLContext::EndFrame() {
Unbind();

FrameData &frameData = frameData_[renderManager_.GetCurFrame()];
renderManager_.EndPushBuffer(frameData.push); // upload the data!
renderManager_.Finish();
}

void OpenGLContext::Unbind() {
// Unbind stuff.
for (auto &texture : boundTextures_) {
texture = nullptr;
}
for (auto &sampler : boundSamplers_) {
sampler = nullptr;
}
for (int i = 0; i < ARRAY_SIZE(boundTextures_); i++) {
renderManager_.BindTexture(i, nullptr);
}
curPipeline_ = nullptr;
}

Expand Down Expand Up @@ -679,7 +688,6 @@ class OpenGLTexture : public Texture {

OpenGLTexture::OpenGLTexture(GLRenderManager *render, const TextureDesc &desc) : render_(render) {
generatedMips_ = false;
canWrap_ = true;
width_ = desc.width;
height_ = desc.height;
depth_ = desc.depth;
Expand Down Expand Up @@ -1022,7 +1030,9 @@ void OpenGLContext::ApplySamplers() {
for (int i = 0; i < MAX_TEXTURE_SLOTS; i++) {
const OpenGLSamplerState *samp = boundSamplers_[i];
const OpenGLTexture *tex = boundTextures_[i];
if (!samp || !tex) {
if (tex) {
_assert_(samp);
} else {
continue;
}
GLenum wrapS;
Expand All @@ -1037,6 +1047,8 @@ void OpenGLContext::ApplySamplers() {
GLenum magFilt = samp->magFilt;
GLenum minFilt = tex->HasMips() ? samp->mipMinFilt : samp->minFilt;
renderManager_.SetTextureSampler(i, wrapS, wrapT, magFilt, minFilt, 0.0f);
// TODO: Improve this to allow mipmaps. We don't care about those right now though for thin3d stuff.
hrydgard marked this conversation as resolved.
Show resolved Hide resolved
renderManager_.SetTextureLod(i, 0.0, 0.0, 0.0);
}
}

Expand Down Expand Up @@ -1098,6 +1110,9 @@ void OpenGLContext::BindPipeline(Pipeline *pipeline) {
curPipeline_->depthStencil->Apply(&renderManager_, stencilRef_);
curPipeline_->raster->Apply(&renderManager_);
renderManager_.BindProgram(curPipeline_->program_);
} else {
// Wipe bound textures and samplers.
Unbind();
}
}

Expand Down