Fix the threading for GL Context in Qt5.
Connect the emu_thread start/finish to a moveContext slot.
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@ -1,5 +1,6 @@
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#include <QHBoxLayout>
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#include <QKeyEvent>
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#include <QApplication>
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#include "common/common.h"
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#include "bootmanager.hxx"
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@ -79,15 +80,11 @@ class GGLWidgetInternal : public QGLWidget
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public:
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GGLWidgetInternal(QGLFormat fmt, GRenderWindow* parent) : QGLWidget(parent)
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{
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doneCurrent();
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parent_ = parent;
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}
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void paintEvent(QPaintEvent* ev)
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{
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// Apparently, Windows doesn't display anything if we don't call this here.
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// TODO: Breaks linux though because we aren't calling doneCurrent() ... -.-
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// makeCurrent();
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}
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void resizeEvent(QResizeEvent* ev) {
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parent_->SetClientAreaWidth(size().width());
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@ -118,10 +115,22 @@ GRenderWindow::GRenderWindow(QWidget* parent) : QWidget(parent), emu_thread(this
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layout->addWidget(child);
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layout->setMargin(0);
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setLayout(layout);
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QObject::connect(&emu_thread, SIGNAL(started()), this, SLOT(moveContext()));
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QObject::connect(&emu_thread, SIGNAL(finished()), this, SLOT(moveContext()));
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BackupGeometry();
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}
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void GRenderWindow::moveContext()
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{
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DoneCurrent();
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// We need to move GL context to the swapping thread in Qt5
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#if QT_VERSION > QT_VERSION_CHECK(5, 0, 0)
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// If the thread started running, move the GL Context to the new thread. Otherwise, move it back.
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child->context()->moveToThread(emu_thread.isRunning() ? &emu_thread : qApp->thread());
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#endif
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}
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GRenderWindow::~GRenderWindow()
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{
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emu_thread.Stop();
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@ -129,7 +138,7 @@ GRenderWindow::~GRenderWindow()
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void GRenderWindow::SwapBuffers()
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{
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child->makeCurrent(); // TODO: Not necessary?
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// MakeCurrent is already called in renderer_opengl
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child->swapBuffers();
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}
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@ -212,4 +221,5 @@ void GRenderWindow::keyReleaseEvent(QKeyEvent* event)
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if (!key_processed)
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QWidget::keyPressEvent(event);
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*/
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}
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}
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@ -81,6 +81,8 @@ signals:
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class GRenderWindow : public QWidget, public EmuWindow
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{
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Q_OBJECT
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public:
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GRenderWindow(QWidget* parent = NULL);
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~GRenderWindow();
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@ -103,6 +105,9 @@ public:
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void keyPressEvent(QKeyEvent* event);
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void keyReleaseEvent(QKeyEvent* event);
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private slots:
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void moveContext();
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private:
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QGLWidget* child;
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@ -142,7 +142,6 @@ void GMainWindow::BootGame(std::string filename)
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registersWidget->OnCPUStepped();
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callstackWidget->OnCPUStepped();
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render_window->DoneCurrent(); // make sure EmuThread can access GL context
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render_window->GetEmuThread().SetFilename(filename);
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render_window->GetEmuThread().start();
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@ -204,7 +203,6 @@ void GMainWindow::ToggleWindowMode()
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ui.horizontalLayout->removeWidget(render_window);
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render_window->setParent(NULL);
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render_window->setVisible(true);
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render_window->DoneCurrent();
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render_window->RestoreGeometry();
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}
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else if (!enable && render_window->parent() == NULL)
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@ -212,7 +210,6 @@ void GMainWindow::ToggleWindowMode()
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render_window->BackupGeometry();
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ui.horizontalLayout->addWidget(render_window);
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render_window->setVisible(true);
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render_window->DoneCurrent();
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}
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}
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@ -36,7 +36,6 @@ void Init(EmuWindow* emu_window) {
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glewExperimental = GL_TRUE;
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g_emu_window = emu_window;
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g_emu_window->MakeCurrent();
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g_renderer = new RendererOpenGL();
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g_renderer->SetWindow(g_emu_window);
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g_renderer->Init();
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