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https://github.com/hrydgard/ppsspp.git
synced 2024-10-07 10:53:31 +00:00
Remove more dead code in app-android.cpp
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f65a8aa743
commit
f17f2f5bb5
@ -172,20 +172,19 @@ static jmethodID postCommand;
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static jmethodID getDebugString;
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static jobject nativeActivity;
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static volatile bool exitRenderLoop;
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static bool renderLoopRunning;
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static bool renderer_inited = false;
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static std::mutex renderLock;
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static int inputBoxSequence = 1;
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std::map<int, std::function<void(bool, const std::string &)>> inputBoxCallbacks;
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static float dp_xscale = 1.0f;
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static float dp_yscale = 1.0f;
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static bool renderer_inited = false;
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static bool sustainedPerfSupported = false;
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static std::mutex renderLock;
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// See NativeQueryConfig("androidJavaGL") to change this value.
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static bool javaGL = true;
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static std::string library_path;
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static std::map<SystemPermission, PermissionStatus> permissions;
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@ -737,14 +736,12 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeApp_init
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retry:
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switch (g_Config.iGPUBackend) {
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case (int)GPUBackend::OPENGL:
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javaGL = true;
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useCPUThread = true;
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INFO_LOG(SYSTEM, "NativeApp.init() -- creating OpenGL context (JavaGL)");
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graphicsContext = new AndroidJavaEGLGraphicsContext();
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break;
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case (int)GPUBackend::VULKAN:
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{
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javaGL = false;
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INFO_LOG(SYSTEM, "NativeApp.init() -- creating Vulkan context");
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useCPUThread = false; // The Vulkan render manager manages its own thread.
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// We create and destroy the Vulkan graphics context in the "EGL" thread.
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@ -1353,7 +1350,7 @@ std::vector<std::string> __cameraGetDeviceList() {
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jint arrayListObjectLen = getEnv()->CallIntMethod(deviceListObject, arrayListSize);
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std::vector<std::string> deviceListVector;
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for (int i=0; i < arrayListObjectLen; i++) {
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for (int i = 0; i < arrayListObjectLen; i++) {
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jstring dev = static_cast<jstring>(getEnv()->CallObjectMethod(deviceListObject, arrayListGet, i));
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const char* cdev = getEnv()->GetStringUTFChars(dev, nullptr);
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deviceListVector.push_back(cdev);
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@ -1407,14 +1404,15 @@ static void ProcessFrameCommands(JNIEnv *env) {
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}
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}
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// This runs in Vulkan mode only.
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extern "C" bool JNICALL Java_org_ppsspp_ppsspp_NativeActivity_runEGLRenderLoop(JNIEnv *env, jobject obj, jobject _surf) {
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_assert_(!useCPUThread);
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if (!graphicsContext) {
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ERROR_LOG(G3D, "runEGLRenderLoop: Tried to enter without a created graphics context.");
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return false;
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}
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// Needed for Vulkan, even if we're not using the old EGL path.
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exitRenderLoop = false;
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// This is up here to prevent race conditions, in case we pause during init.
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renderLoopRunning = true;
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@ -1459,11 +1457,9 @@ extern "C" bool JNICALL Java_org_ppsspp_ppsspp_NativeActivity_runEGLRenderLoop(J
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}
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if (!exitRenderLoop) {
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if (!useCPUThread) {
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if (!NativeInitGraphics(graphicsContext)) {
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ERROR_LOG(G3D, "Failed to initialize graphics.");
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// Gonna be in a weird state here..
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}
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if (!NativeInitGraphics(graphicsContext)) {
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ERROR_LOG(G3D, "Failed to initialize graphics.");
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// Gonna be in a weird state here..
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}
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graphicsContext->ThreadStart();
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renderer_inited = true;
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@ -1477,33 +1473,17 @@ extern "C" bool JNICALL Java_org_ppsspp_ppsspp_NativeActivity_runEGLRenderLoop(J
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}
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}
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if (useCPUThread) {
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ERROR_LOG(SYSTEM, "Running graphics loop");
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while (!exitRenderLoop) {
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// This is the "GPU thread".
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graphicsContext->ThreadFrame();
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graphicsContext->SwapBuffers();
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}
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} else {
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while (!exitRenderLoop) {
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LockedNativeUpdateRender();
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graphicsContext->SwapBuffers();
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while (!exitRenderLoop) {
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LockedNativeUpdateRender();
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graphicsContext->SwapBuffers();
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ProcessFrameCommands(env);
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}
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ProcessFrameCommands(env);
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}
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INFO_LOG(G3D, "Leaving EGL/Vulkan render loop.");
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if (useCPUThread) {
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EmuThreadStop("exitrenderloop");
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while (graphicsContext->ThreadFrame()) {
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continue;
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}
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EmuThreadJoin();
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} else {
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NativeShutdownGraphics();
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}
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NativeShutdownGraphics();
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renderer_inited = false;
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graphicsContext->ThreadEnd();
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