Fix MakeCurrent and shader issues with AMD 22.7 driver
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@@ -30,7 +30,6 @@ SharedContext_SDL2::SharedContext_SDL2() {
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}
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SharedContext_SDL2::~SharedContext_SDL2() {
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DoneCurrent();
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SDL_GL_DeleteContext(context);
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SDL_DestroyWindow(window);
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}
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@@ -185,6 +184,7 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
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window_context = SDL_GL_CreateContext(render_window);
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core_context = CreateSharedContext();
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last_saved_context = nullptr;
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if (window_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
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@@ -222,6 +222,14 @@ std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2::CreateSharedContext()
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return std::make_unique<SharedContext_SDL2>();
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}
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void EmuWindow_SDL2::SaveContext() {
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last_saved_context = SDL_GL_GetCurrentContext();
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}
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void EmuWindow_SDL2::RestoreContext() {
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SDL_GL_MakeCurrent(render_window, last_saved_context);
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}
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void EmuWindow_SDL2::Present() {
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SDL_GL_MakeCurrent(render_window, window_context);
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SDL_GL_SetSwapInterval(1);
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@@ -49,6 +49,11 @@ public:
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/// Creates a new context that is shared with the current context
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std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
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/// Saves the current context, for the purpose of e.g. creating new shared contexts
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void SaveContext() override;
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/// Restores the context previously saved
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void RestoreContext() override;
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private:
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/// Called by PollEvents when a key is pressed or released.
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void OnKeyEvent(int key, u8 state);
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@@ -94,6 +99,9 @@ private:
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/// The OpenGL context associated with the window
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SDL_GLContext window_context;
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/// Used by SaveContext and RestoreContext
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SDL_GLContext last_saved_context;
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/// The OpenGL context associated with the core
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std::unique_ptr<Frontend::GraphicsContext> core_context;
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