Frontend PR fixes (#6378)

* citra_qt: Check if renderer is null

* core: Fix dynarmic use-after-free error

* bootmanager: Add current context check in DoneCurrent

* Loading a save state would destroy the frame dumper class, which contains a shared context. That context would call DoneCurrent without checking if it was actually bound or not, resulting in crashes when calling opengl functions

* externals: Correct glad readme

* common: Log renderer debug setting

* citra: Make lambda lower case

* Consistency with review comments on the PR

* video_core: Kill more global state

* GetResolutionScaleFactor would be called somewhere in the renderer constructor chain but it relies on the yet unitialized g_renderer, resulting in crashes when the resolution scale is set to auto. Rather than adding a workaround, let's kill this global state to fix this for good
This commit is contained in:
GPUCode
2023-03-30 14:24:49 +03:00
committed by GitHub
parent 5346ca27b5
commit ffc95eb59b
17 changed files with 102 additions and 93 deletions

View File

@@ -16,6 +16,18 @@ RendererBase::RendererBase(Core::System& system_, Frontend::EmuWindow& window,
RendererBase::~RendererBase() = default;
u32 RendererBase::GetResolutionScaleFactor() {
const auto graphics_api = Settings::values.graphics_api.GetValue();
if (graphics_api == Settings::GraphicsAPI::Software) {
// Software renderer always render at native resolution
return 1;
}
const u32 scale_factor = Settings::values.resolution_factor.GetValue();
return scale_factor != 0 ? scale_factor
: render_window.GetFramebufferLayout().GetScalingRatio();
}
void RendererBase::UpdateCurrentFramebufferLayout(bool is_portrait_mode) {
const auto update_layout = [is_portrait_mode](Frontend::EmuWindow& window) {
const Layout::FramebufferLayout& layout = window.GetFramebufferLayout();
@@ -43,19 +55,19 @@ void RendererBase::EndFrame() {
}
bool RendererBase::IsScreenshotPending() const {
return renderer_settings.screenshot_requested;
return settings.screenshot_requested;
}
void RendererBase::RequestScreenshot(void* data, std::function<void()> callback,
const Layout::FramebufferLayout& layout) {
if (renderer_settings.screenshot_requested) {
if (settings.screenshot_requested) {
LOG_ERROR(Render, "A screenshot is already requested or in progress, ignoring the request");
return;
}
renderer_settings.screenshot_bits = data;
renderer_settings.screenshot_complete_callback = callback;
renderer_settings.screenshot_framebuffer_layout = layout;
renderer_settings.screenshot_requested = true;
settings.screenshot_bits = data;
settings.screenshot_complete_callback = callback;
settings.screenshot_framebuffer_layout = layout;
settings.screenshot_requested = true;
}
} // namespace VideoCore