OpenGL: Fix some confusion between gpu->BeginHostFrame and gpu->BeginFrame, fixing black screen

This commit is contained in:
Henrik Rydgård 2023-12-11 23:05:37 +01:00
parent 65081da7f4
commit 33e48e9675
12 changed files with 27 additions and 32 deletions

View File

@ -690,7 +690,8 @@ void __DisplayFlip(int cyclesLate) {
}
void hleAfterFlip(u64 userdata, int cyclesLate) {
gpu->BeginFrame(); // doesn't really matter if begin or end of frame.
gpu->PSPFrame();
PPGeNotifyFrame();
// This seems like as good a time as any to check if the config changed.

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@ -127,8 +127,8 @@ void GPU_D3D11::DeviceRestore(Draw::DrawContext *draw) {
// Nothing needed.
}
void GPU_D3D11::BeginFrame() {
GPUCommonHW::BeginFrame();
void GPU_D3D11::BeginHostFrame() {
GPUCommonHW::BeginHostFrame();
textureCache_->StartFrame();
drawEngine_.BeginFrame();

View File

@ -44,7 +44,7 @@ protected:
void FinishDeferred() override;
private:
void BeginFrame() override;
void BeginHostFrame() override;
ID3D11Device *device_;
ID3D11DeviceContext *context_;

View File

@ -118,11 +118,12 @@ void GPU_DX9::ReapplyGfxState() {
GPUCommonHW::ReapplyGfxState();
}
void GPU_DX9::BeginFrame() {
void GPU_DX9::BeginHostFrame() {
GPUCommonHW::BeginHostFrame();
textureCache_->StartFrame();
drawEngine_.BeginFrame();
GPUCommonHW::BeginFrame();
shaderManagerDX9_->DirtyLastShader();
framebufferManager_->BeginFrame();

View File

@ -46,7 +46,7 @@ protected:
void FinishDeferred() override;
private:
void BeginFrame() override;
void BeginHostFrame() override;
LPDIRECT3DDEVICE9 device_;
LPDIRECT3DDEVICE9EX deviceEx_;

View File

@ -245,23 +245,6 @@ void GPU_GLES::BeginHostFrame() {
GPUCommonHW::BeginHostFrame();
drawEngine_.BeginFrame();
if (gstate_c.useFlagsChanged) {
// TODO: It'd be better to recompile them in the background, probably?
// This most likely means that saw equal depth changed.
WARN_LOG(G3D, "Shader use flags changed, clearing all shaders and depth buffers");
shaderManager_->ClearShaders();
framebufferManager_->ClearAllDepthBuffers();
gstate_c.useFlagsChanged = false;
}
}
void GPU_GLES::EndHostFrame() {
drawEngine_.EndFrame();
}
void GPU_GLES::BeginFrame() {
GPUCommonHW::BeginFrame();
textureCache_->StartFrame();
// Save the cache from time to time. TODO: How often? We save on exit, so shouldn't need to do this all that often.
@ -276,6 +259,18 @@ void GPU_GLES::BeginFrame() {
framebufferManager_->BeginFrame();
fragmentTestCache_.Decimate();
if (gstate_c.useFlagsChanged) {
// TODO: It'd be better to recompile them in the background, probably?
// This most likely means that saw equal depth changed.
WARN_LOG(G3D, "Shader use flags changed, clearing all shaders and depth buffers");
shaderManager_->ClearShaders();
framebufferManager_->ClearAllDepthBuffers();
gstate_c.useFlagsChanged = false;
}
}
void GPU_GLES::EndHostFrame() {
drawEngine_.EndFrame();
}
void GPU_GLES::FinishDeferred() {

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@ -54,8 +54,6 @@ protected:
private:
void BuildReportingInfo() override;
void BeginFrame() override;
FramebufferManagerGLES *framebufferManagerGL_;
TextureCacheGLES *textureCacheGL_;
DrawEngineGLES drawEngine_;

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@ -709,7 +709,7 @@ bool GPUCommon::InterpretList(DisplayList &list) {
return gpuState == GPUSTATE_DONE || gpuState == GPUSTATE_ERROR;
}
void GPUCommon::BeginFrame() {
void GPUCommon::PSPFrame() {
immCount_ = 0;
if (dumpNextFrame_) {
NOTICE_LOG(G3D, "DUMPING THIS FRAME");

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@ -248,7 +248,7 @@ protected:
}
}
void BeginFrame() override;
void PSPFrame() override;
virtual void CheckDepthUsage(VirtualFramebuffer *vfb) {}
virtual void FastRunLoop(DisplayList &list) = 0;

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@ -501,8 +501,8 @@ void GPUCommonHW::UpdateCmdInfo() {
}
}
void GPUCommonHW::BeginFrame() {
GPUCommon::BeginFrame();
void GPUCommonHW::BeginHostFrame() {
GPUCommon::BeginHostFrame();
if (drawEngineCommon_->EverUsedExactEqualDepth() && !sawExactEqualDepth_) {
sawExactEqualDepth_ = true;
gstate_c.SetUseFlags(CheckGPUFeatures());

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@ -14,7 +14,7 @@ public:
void DeviceLost() override;
void DeviceRestore(Draw::DrawContext *draw) override;
void BeginFrame() override;
void BeginHostFrame() override;
u32 CheckGPUFeatures() const override;

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@ -214,7 +214,7 @@ public:
// Framebuffer management
virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) = 0;
virtual void BeginFrame() = 0; // Can be a good place to draw the "memory" framebuffer for accelerated plugins
virtual void PSPFrame() = 0;
virtual void CopyDisplayToOutput(bool reallyDirty) = 0;
// Tells the GPU to update the gpuStats structure.