mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
e01ca5b057
* Rename LogType to Log * Explicitly use the Log:: enum when logging. Allows for autocomplete when editing. * Mac/ARM64 buildfix * Do the same with the hle result log macros * Rename the log names to mixed case while at it. * iOS buildfix * Qt buildfix attempt, ARM32 buildfix
499 lines
16 KiB
C++
499 lines
16 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0 or later versions.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official git repository and contact information can be found at
|
|
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
|
|
|
#include "Common/Log.h"
|
|
#include "Common/CommonWindows.h"
|
|
#include "Common/GPU/OpenGL/GLCommon.h"
|
|
#include "Common/GPU/OpenGL/GLDebugLog.h"
|
|
#include "Common/GPU/OpenGL/GLFeatures.h"
|
|
#include "Common/GPU/thin3d_create.h"
|
|
#include "Common/GPU/OpenGL/GLRenderManager.h"
|
|
#include "Common/System/OSD.h"
|
|
#include "GL/gl.h"
|
|
#include "GL/wglew.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/ConfigValues.h"
|
|
#include "Core/Core.h"
|
|
#include "Common/Data/Encoding/Utf8.h"
|
|
#include "Common/Data/Text/I18n.h"
|
|
#include "UI/OnScreenDisplay.h"
|
|
#include "ext/glslang/glslang/Public/ShaderLang.h"
|
|
|
|
#include "Windows/W32Util/Misc.h"
|
|
#include "Windows/GPU/WindowsGLContext.h"
|
|
|
|
// Currently, just compile time for debugging. May be NVIDIA only.
|
|
static const int simulateGLES = false;
|
|
|
|
void WindowsGLContext::Poll() {
|
|
// We no longer call RenderManager::Swap here, it's handled by the render thread, which
|
|
// we're not on here.
|
|
|
|
// Used during fullscreen switching to prevent rendering.
|
|
if (pauseRequested) {
|
|
SetEvent(pauseEvent);
|
|
resumeRequested = true;
|
|
DWORD result = WaitForSingleObject(resumeEvent, INFINITE);
|
|
if (result == WAIT_TIMEOUT) {
|
|
ERROR_LOG(Log::G3D, "Wait for resume timed out. Resuming rendering");
|
|
}
|
|
pauseRequested = false;
|
|
}
|
|
}
|
|
|
|
void WindowsGLContext::Pause() {
|
|
if (!hRC) {
|
|
return;
|
|
}
|
|
if (Core_IsStepping()) {
|
|
return;
|
|
}
|
|
|
|
pauseRequested = true;
|
|
DWORD result = WaitForSingleObject(pauseEvent, INFINITE);
|
|
if (result == WAIT_TIMEOUT) {
|
|
ERROR_LOG(Log::G3D, "Wait for pause timed out");
|
|
}
|
|
// OK, we now know the rendering thread is paused.
|
|
}
|
|
|
|
void WindowsGLContext::Resume() {
|
|
if (!hRC) {
|
|
return;
|
|
}
|
|
if (Core_IsStepping() && !resumeRequested) {
|
|
return;
|
|
}
|
|
|
|
if (!resumeRequested) {
|
|
ERROR_LOG(Log::G3D, "Not waiting to get resumed");
|
|
} else {
|
|
SetEvent(resumeEvent);
|
|
}
|
|
resumeRequested = false;
|
|
}
|
|
|
|
void FormatDebugOutputARB(char outStr[], size_t outStrSize, GLenum source, GLenum type,
|
|
GLuint id, GLenum severity, const char *msg) {
|
|
|
|
char sourceStr[32]{};
|
|
const char *sourceFmt;
|
|
switch(source) {
|
|
case GL_DEBUG_SOURCE_API_ARB: sourceFmt = "API"; break;
|
|
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: sourceFmt = "WINDOW_SYSTEM"; break;
|
|
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: sourceFmt = "SHADER_COMPILER"; break;
|
|
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: sourceFmt = "THIRD_PARTY"; break;
|
|
case GL_DEBUG_SOURCE_APPLICATION_ARB: sourceFmt = "APPLICATION"; break;
|
|
case GL_DEBUG_SOURCE_OTHER_ARB: sourceFmt = "OTHER"; break;
|
|
default: sourceFmt = "UNDEFINED(0x%04X)"; break;
|
|
}
|
|
snprintf(sourceStr, sizeof(sourceStr), sourceFmt, source);
|
|
|
|
char typeStr[32]{};
|
|
const char *typeFmt;
|
|
switch(type) {
|
|
case GL_DEBUG_TYPE_ERROR_ARB: typeFmt = "ERROR"; break;
|
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typeFmt = "DEPRECATED_BEHAVIOR"; break;
|
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typeFmt = "UNDEFINED_BEHAVIOR"; break;
|
|
case GL_DEBUG_TYPE_PORTABILITY_ARB: typeFmt = "PORTABILITY"; break;
|
|
case GL_DEBUG_TYPE_PERFORMANCE_ARB: typeFmt = "PERFORMANCE"; break;
|
|
case GL_DEBUG_TYPE_OTHER_ARB: typeFmt = "OTHER"; break;
|
|
default: typeFmt = "UNDEFINED(0x%04X)"; break;
|
|
}
|
|
snprintf(typeStr, sizeof(typeStr), typeFmt, type);
|
|
|
|
char severityStr[32]{};
|
|
const char *severityFmt;
|
|
switch (severity) {
|
|
case GL_DEBUG_SEVERITY_HIGH_ARB: severityFmt = "HIGH"; break;
|
|
case GL_DEBUG_SEVERITY_MEDIUM_ARB: severityFmt = "MEDIUM"; break;
|
|
case GL_DEBUG_SEVERITY_LOW_ARB: severityFmt = "LOW"; break;
|
|
default: severityFmt = "UNDEFINED(%d)"; break;
|
|
}
|
|
|
|
snprintf(severityStr, sizeof(severityStr), severityFmt, severity);
|
|
snprintf(outStr, outStrSize, "OpenGL: %s [source=%s type=%s severity=%s id=%d]\n", msg, sourceStr, typeStr, severityStr, id);
|
|
}
|
|
|
|
void DebugCallbackARB(GLenum source, GLenum type, GLuint id, GLenum severity,
|
|
GLsizei length, const GLchar *message, GLvoid *userParam) {
|
|
// Ignore buffer mapping messages from NVIDIA
|
|
if (source == GL_DEBUG_SOURCE_API_ARB && type == GL_DEBUG_TYPE_OTHER_ARB && id == 131185) {
|
|
return;
|
|
}
|
|
// Ignore application messages
|
|
if (source == GL_DEBUG_SOURCE_APPLICATION) {
|
|
return;
|
|
}
|
|
|
|
(void)length;
|
|
FILE *outFile = (FILE *)userParam;
|
|
char finalMessage[1024];
|
|
FormatDebugOutputARB(finalMessage, sizeof(finalMessage), source, type, id, severity, message);
|
|
OutputDebugStringA(finalMessage);
|
|
|
|
// Truncate the \n before passing to our log functions.
|
|
size_t len = strlen(finalMessage);
|
|
if (len) {
|
|
finalMessage[len - 1] = '\0';
|
|
}
|
|
|
|
switch (type) {
|
|
case GL_DEBUG_TYPE_ERROR_ARB:
|
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
|
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
|
|
ERROR_LOG(Log::G3D, "GL: %s", finalMessage);
|
|
break;
|
|
|
|
case GL_DEBUG_TYPE_PORTABILITY_ARB:
|
|
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
|
|
NOTICE_LOG(Log::G3D, "GL: %s", finalMessage);
|
|
break;
|
|
|
|
case GL_DEBUG_TYPE_OTHER_ARB:
|
|
default:
|
|
// These are just performance warnings.
|
|
VERBOSE_LOG(Log::G3D, "GL: %s", finalMessage);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool WindowsGLContext::Init(HINSTANCE hInst, HWND window, std::string *error_message) {
|
|
glslang::InitializeProcess();
|
|
|
|
hInst_ = hInst;
|
|
hWnd_ = window;
|
|
*error_message = "ok";
|
|
return true;
|
|
}
|
|
|
|
bool WindowsGLContext::InitFromRenderThread(std::string *error_message) {
|
|
*error_message = "ok";
|
|
GLuint PixelFormat;
|
|
|
|
// TODO: Change to use WGL_ARB_pixel_format instead
|
|
static const PIXELFORMATDESCRIPTOR pfd = {
|
|
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
|
|
1, // Version Number
|
|
PFD_DRAW_TO_WINDOW | // Format Must Support Window
|
|
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
|
|
PFD_DOUBLEBUFFER, // Must Support Double Buffering
|
|
PFD_TYPE_RGBA, // Request An RGBA Format
|
|
24, // Select Our Color Depth
|
|
0, 0, 0, 0, 0, 0, // Color Bits Ignored
|
|
8, // No Alpha Buffer
|
|
0, // Shift Bit Ignored
|
|
0, // No Accumulation Buffer
|
|
0, 0, 0, 0, // Accumulation Bits Ignored
|
|
16, // At least a 16Bit Z-Buffer (Depth Buffer)
|
|
8, // 8-bit Stencil Buffer
|
|
0, // No Auxiliary Buffer
|
|
PFD_MAIN_PLANE, // Main Drawing Layer
|
|
0, // Reserved
|
|
0, 0, 0 // Layer Masks Ignored
|
|
};
|
|
|
|
hDC = GetDC(hWnd_);
|
|
|
|
if (!hDC) {
|
|
*error_message = "Failed to get a device context.";
|
|
return false; // Return FALSE
|
|
}
|
|
|
|
if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) {
|
|
*error_message = "Can't find a suitable PixelFormat.";
|
|
return false;
|
|
}
|
|
|
|
if (!SetPixelFormat(hDC, PixelFormat, &pfd)) {
|
|
*error_message = "Can't set the PixelFormat.";
|
|
return false;
|
|
}
|
|
|
|
if (!(hRC = wglCreateContext(hDC))) {
|
|
*error_message = "Can't create a GL rendering context.";
|
|
return false;
|
|
}
|
|
|
|
if (!wglMakeCurrent(hDC, hRC)) {
|
|
*error_message = "Can't activate the GL rendering context.";
|
|
return false;
|
|
}
|
|
|
|
// Check for really old OpenGL drivers and refuse to run really early in some cases.
|
|
|
|
// TODO: Also either tell the user to give up or point the user to the right websites. Here's some collected
|
|
// information about a system that will not work:
|
|
|
|
// GL_VERSION GL_VENDOR GL_RENDERER
|
|
// "1.4.0 - Build 8.14.10.2364" "intel" intel Pineview Platform
|
|
std::string glVersion = (const char *)glGetString(GL_VERSION);
|
|
std::string glRenderer = (const char *)glGetString(GL_RENDERER);
|
|
const std::string openGL_1 = "1.";
|
|
|
|
if (glRenderer == "GDI Generic" || glVersion.substr(0, openGL_1.size()) == openGL_1) {
|
|
//The error may come from 16-bit colour mode
|
|
//Check Colour depth
|
|
HDC dc = GetDC(NULL);
|
|
u32 colour_depth = GetDeviceCaps(dc, BITSPIXEL);
|
|
ReleaseDC(NULL, dc);
|
|
if (colour_depth != 32) {
|
|
MessageBox(0, L"Please switch your display to 32-bit colour mode", L"OpenGL Error", MB_OK);
|
|
ExitProcess(1);
|
|
}
|
|
const char *defaultError = "Insufficient OpenGL driver support detected!\n\n"
|
|
"Your GPU reports that it does not support OpenGL 2.0. Would you like to try using DirectX instead?\n\n"
|
|
"DirectX is currently compatible with less games, but on your GPU it may be the only choice.\n\n"
|
|
"Visit the forums at https://forums.ppsspp.org for more information.\n\n";
|
|
|
|
auto err = GetI18NCategory(I18NCat::ERRORS);
|
|
std::wstring versionDetected = ConvertUTF8ToWString(glVersion + "\n\n");
|
|
std::wstring error = ConvertUTF8ToWString(err->T("InsufficientOpenGLDriver", defaultError));
|
|
std::wstring title = ConvertUTF8ToWString(err->T("OpenGLDriverError", "OpenGL driver error"));
|
|
std::wstring combined = versionDetected + error;
|
|
|
|
bool yes = IDYES == MessageBox(hWnd_, combined.c_str(), title.c_str(), MB_ICONERROR | MB_YESNO);
|
|
|
|
if (yes) {
|
|
// Change the config to D3D and restart.
|
|
const char *d3d9Or11 = "Direct3D 9? (Or no for Direct3D 11)";
|
|
std::wstring whichD3D9 = ConvertUTF8ToWString(err->T("D3D9or11", d3d9Or11));
|
|
bool d3d9 = IDYES == MessageBox(hWnd_, whichD3D9.c_str(), title.c_str(), MB_YESNO);
|
|
g_Config.iGPUBackend = d3d9 ? (int)GPUBackend::DIRECT3D9 : (int)GPUBackend::DIRECT3D11;
|
|
g_Config.sFailedGPUBackends.clear();
|
|
g_Config.Save("save_d3d11_fallback");
|
|
|
|
W32Util::ExitAndRestart();
|
|
}
|
|
|
|
// Avoid further error messages. Let's just bail, it's safe, and we can't continue.
|
|
ExitProcess(1);
|
|
}
|
|
|
|
// Some core profile drivers elide certain extensions from GL_EXTENSIONS/etc.
|
|
// glewExperimental allows us to force GLEW to search for the pointers anyway.
|
|
glewExperimental = true;
|
|
if (GLEW_OK != glewInit()) {
|
|
*error_message = "Failed to initialize GLEW.";
|
|
return false;
|
|
}
|
|
// Unfortunately, glew will generate an invalid enum error, ignore.
|
|
glGetError();
|
|
|
|
// Reset in case we're in a backend switch.
|
|
ResetGLExtensions();
|
|
|
|
int contextFlags = g_Config.bGfxDebugOutput ? WGL_CONTEXT_DEBUG_BIT_ARB : 0;
|
|
|
|
HGLRC m_hrc = nullptr;
|
|
// Alright, now for the modernity. First try a 4.4, then 4.3, context, if that fails try 3.3.
|
|
// I can't seem to find a way that lets you simply request the newest version available.
|
|
if (wglewIsSupported("WGL_ARB_create_context") == 1) {
|
|
if (simulateGLES) {
|
|
const static int simulateVersions[][2] = { {3, 2}, {3, 1}, {3, 0}, {2, 0} };
|
|
for (auto ver : simulateVersions) {
|
|
const int attribsES[] = {
|
|
WGL_CONTEXT_MAJOR_VERSION_ARB, ver[0],
|
|
WGL_CONTEXT_MINOR_VERSION_ARB, ver[1],
|
|
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_ES2_PROFILE_BIT_EXT,
|
|
0
|
|
};
|
|
m_hrc = wglCreateContextAttribsARB(hDC, 0, attribsES);
|
|
if (m_hrc)
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (int tryCore = 1; tryCore >= 0 && m_hrc == nullptr; --tryCore) {
|
|
SetGLCoreContext(tryCore == 1);
|
|
|
|
for (int minor = 6; minor >= 0 && m_hrc == nullptr; --minor) {
|
|
const int attribs4x[] = {
|
|
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
|
|
WGL_CONTEXT_MINOR_VERSION_ARB, minor,
|
|
WGL_CONTEXT_FLAGS_ARB, contextFlags,
|
|
WGL_CONTEXT_PROFILE_MASK_ARB, gl_extensions.IsCoreContext ? WGL_CONTEXT_CORE_PROFILE_BIT_ARB : WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
|
|
0
|
|
};
|
|
m_hrc = wglCreateContextAttribsARB(hDC, 0, attribs4x);
|
|
}
|
|
const int attribs33[] = {
|
|
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
|
|
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
|
|
WGL_CONTEXT_FLAGS_ARB, contextFlags,
|
|
WGL_CONTEXT_PROFILE_MASK_ARB, gl_extensions.IsCoreContext ? WGL_CONTEXT_CORE_PROFILE_BIT_ARB : WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
|
|
0
|
|
};
|
|
if (!m_hrc)
|
|
m_hrc = wglCreateContextAttribsARB(hDC, 0, attribs33);
|
|
}
|
|
|
|
if (!m_hrc) {
|
|
// Fall back
|
|
m_hrc = hRC;
|
|
} else {
|
|
// Switch to the new ARB context.
|
|
wglMakeCurrent(nullptr, nullptr);
|
|
wglDeleteContext(hRC);
|
|
wglMakeCurrent(hDC, m_hrc);
|
|
}
|
|
} else {
|
|
// We can't make a GL 3.x context. Use an old style context (GL 2.1 and before)
|
|
m_hrc = hRC;
|
|
}
|
|
|
|
if (GLEW_OK != glewInit()) {
|
|
*error_message = "Failed to re-initialize GLEW.";
|
|
return false;
|
|
}
|
|
// Unfortunately, glew will generate an invalid enum error, ignore.
|
|
if (gl_extensions.IsCoreContext)
|
|
glGetError();
|
|
|
|
if (!m_hrc) {
|
|
*error_message = "No m_hrc";
|
|
return false;
|
|
}
|
|
|
|
hRC = m_hrc;
|
|
|
|
bool validation = g_Config.bGfxDebugOutput;
|
|
|
|
// Always run OpenGL validation in debug mode, just like we do with Vulkan if debug layers are installed.
|
|
#ifdef _DEBUG
|
|
validation = true;
|
|
#endif
|
|
|
|
if (validation) {
|
|
if (wglewIsSupported("GL_KHR_debug") == 1) {
|
|
glGetError();
|
|
glDebugMessageCallback((GLDEBUGPROC)&DebugCallbackARB, nullptr);
|
|
if (glGetError()) {
|
|
ERROR_LOG(Log::G3D, "Failed to register a debug log callback");
|
|
}
|
|
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
|
|
if (glGetError()) {
|
|
ERROR_LOG(Log::G3D, "Failed to enable synchronous debug output");
|
|
}
|
|
} else if (glewIsSupported("GL_ARB_debug_output")) {
|
|
glGetError();
|
|
glDebugMessageCallbackARB((GLDEBUGPROCARB)&DebugCallbackARB, 0); // print debug output to stderr
|
|
if (glGetError()) {
|
|
ERROR_LOG(Log::G3D, "Failed to register a debug log callback");
|
|
}
|
|
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
|
|
if (glGetError()) {
|
|
ERROR_LOG(Log::G3D, "Failed to enable synchronous debug output");
|
|
}
|
|
|
|
// For extra verbosity uncomment this (MEDIUM and HIGH are on by default):
|
|
// glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, nullptr, GL_TRUE);
|
|
}
|
|
|
|
glEnable(GL_DEBUG_OUTPUT);
|
|
}
|
|
|
|
pauseRequested = false;
|
|
resumeRequested = false;
|
|
|
|
CheckGLExtensions();
|
|
draw_ = Draw::T3DCreateGLContext(wglSwapIntervalEXT != nullptr);
|
|
bool success = draw_->CreatePresets(); // if we get this far, there will always be a GLSL compiler capable of compiling these.
|
|
if (!success) {
|
|
delete draw_;
|
|
draw_ = nullptr;
|
|
ReleaseGLContext();
|
|
return false;
|
|
}
|
|
|
|
draw_->SetErrorCallback([](const char *shortDesc, const char *details, void *userdata) {
|
|
g_OSD.Show(OSDType::MESSAGE_ERROR, details, 0.0f, "error_callback");
|
|
}, nullptr);
|
|
|
|
// These are auto-reset events.
|
|
pauseEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
|
|
resumeEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
|
|
|
|
renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
|
|
renderManager_->SetInflightFrames(g_Config.iInflightFrames);
|
|
SetGPUBackend(GPUBackend::OPENGL);
|
|
renderManager_->SetSwapFunction([&]() {::SwapBuffers(hDC); });
|
|
if (wglSwapIntervalEXT) {
|
|
// glew loads wglSwapIntervalEXT if available
|
|
renderManager_->SetSwapIntervalFunction([&](int interval) {
|
|
wglSwapIntervalEXT(interval);
|
|
});
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
return true; // Success
|
|
}
|
|
|
|
void WindowsGLContext::Shutdown() {
|
|
glslang::FinalizeProcess();
|
|
}
|
|
|
|
void WindowsGLContext::ReleaseGLContext() {
|
|
if (hRC) {
|
|
// Are we able to release the DC and RC contexts?
|
|
if (!wglMakeCurrent(NULL, NULL)) {
|
|
MessageBox(NULL, L"Release of DC and RC failed.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
|
|
}
|
|
|
|
// Are we able to delete the RC?
|
|
if (!wglDeleteContext(hRC)) {
|
|
MessageBox(NULL, L"Release rendering context failed.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
|
|
}
|
|
hRC = NULL;
|
|
}
|
|
|
|
if (hDC && !ReleaseDC(hWnd_, hDC)) {
|
|
DWORD err = GetLastError();
|
|
if (err != ERROR_DC_NOT_FOUND) {
|
|
MessageBox(NULL, L"Release device context failed.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
|
|
}
|
|
hDC = NULL;
|
|
}
|
|
hWnd_ = NULL;
|
|
}
|
|
|
|
void WindowsGLContext::ShutdownFromRenderThread() {
|
|
delete draw_;
|
|
draw_ = nullptr;
|
|
CloseHandle(pauseEvent);
|
|
CloseHandle(resumeEvent);
|
|
ReleaseGLContext();
|
|
}
|
|
|
|
void WindowsGLContext::Resize() {
|
|
}
|
|
|
|
void WindowsGLContext::ThreadStart() {
|
|
renderManager_->ThreadStart(draw_);
|
|
}
|
|
|
|
bool WindowsGLContext::ThreadFrame() {
|
|
return renderManager_->ThreadFrame();
|
|
}
|
|
|
|
void WindowsGLContext::ThreadEnd() {
|
|
renderManager_->ThreadEnd();
|
|
}
|
|
|
|
void WindowsGLContext::StopThread() {
|
|
renderManager_->StopThread();
|
|
}
|