deb99d2cae
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
188 lines
6.8 KiB
C#
188 lines
6.8 KiB
C#
using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.OpenGL;
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using Ryujinx.Input.HLE;
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using System;
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using static SDL2.SDL;
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namespace Ryujinx.Headless.SDL2.OpenGL
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{
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class OpenGLWindow : WindowBase
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{
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private static void SetupOpenGLAttributes(bool sharedContext, GraphicsDebugLevel debugLevel)
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{
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_FLAGS, debugLevel != GraphicsDebugLevel.None ? (int)SDL_GLcontext.SDL_GL_CONTEXT_DEBUG_FLAG : 0);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, sharedContext ? 1 : 0);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ACCELERATED_VISUAL, 1);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ALPHA_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DEPTH_SIZE, 16);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STENCIL_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STEREO, 0);
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}
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private class OpenToolkitBindingsContext : IBindingsContext
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{
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public IntPtr GetProcAddress(string procName)
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{
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return SDL_GL_GetProcAddress(procName);
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}
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}
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private class SDL2OpenGLContext : IOpenGLContext
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{
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private IntPtr _context;
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private IntPtr _window;
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private bool _shouldDisposeWindow;
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public SDL2OpenGLContext(IntPtr context, IntPtr window, bool shouldDisposeWindow = true)
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{
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_context = context;
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_window = window;
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_shouldDisposeWindow = shouldDisposeWindow;
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}
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public static SDL2OpenGLContext CreateBackgroundContext(SDL2OpenGLContext sharedContext)
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{
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sharedContext.MakeCurrent();
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// Ensure we share our contexts.
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SetupOpenGLAttributes(true, GraphicsDebugLevel.None);
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IntPtr windowHandle = SDL_CreateWindow("Ryujinx background context window", 0, 0, 1, 1, SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL_WindowFlags.SDL_WINDOW_HIDDEN);
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IntPtr context = SDL_GL_CreateContext(windowHandle);
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GL.LoadBindings(new OpenToolkitBindingsContext());
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SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 0);
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SDL_GL_MakeCurrent(windowHandle, IntPtr.Zero);
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return new SDL2OpenGLContext(context, windowHandle);
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}
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public void MakeCurrent()
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{
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if (SDL_GL_GetCurrentContext() == _context || SDL_GL_GetCurrentWindow() == _window)
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{
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return;
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}
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int res = SDL_GL_MakeCurrent(_window, _context);
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if (res != 0)
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{
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string errorMessage = $"SDL_GL_CreateContext failed with error \"{SDL_GetError()}\"";
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Logger.Error?.Print(LogClass.Application, errorMessage);
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throw new Exception(errorMessage);
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}
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}
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public void Dispose()
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{
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SDL_GL_DeleteContext(_context);
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if (_shouldDisposeWindow)
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{
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SDL_DestroyWindow(_window);
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}
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}
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}
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private GraphicsDebugLevel _glLogLevel;
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private SDL2OpenGLContext _openGLContext;
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public OpenGLWindow(InputManager inputManager, GraphicsDebugLevel glLogLevel, AspectRatio aspectRatio, bool enableMouse) : base(inputManager, glLogLevel, aspectRatio, enableMouse)
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{
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_glLogLevel = glLogLevel;
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}
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protected override string GetGpuVendorName()
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{
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return ((Renderer)Renderer).GpuVendor;
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}
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public override SDL_WindowFlags GetWindowFlags() => SDL_WindowFlags.SDL_WINDOW_OPENGL;
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protected override void InitializeRenderer()
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{
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// Ensure to not share this context with other contexts before this point.
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SetupOpenGLAttributes(false, _glLogLevel);
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IntPtr context = SDL_GL_CreateContext(WindowHandle);
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SDL_GL_SetSwapInterval(1);
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if (context == IntPtr.Zero)
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{
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string errorMessage = $"SDL_GL_CreateContext failed with error \"{SDL_GetError()}\"";
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Logger.Error?.Print(LogClass.Application, errorMessage);
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throw new Exception(errorMessage);
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}
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// NOTE: The window handle needs to be disposed by the thread that created it and is handled separately.
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_openGLContext = new SDL2OpenGLContext(context, WindowHandle, false);
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// First take exclusivity on the OpenGL context.
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((Renderer)Renderer).InitializeBackgroundContext(SDL2OpenGLContext.CreateBackgroundContext(_openGLContext));
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_openGLContext.MakeCurrent();
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GL.ClearColor(0, 0, 0, 1.0f);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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SwapBuffers(0);
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Renderer?.Window.SetSize(DefaultWidth, DefaultHeight);
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MouseDriver.SetClientSize(DefaultWidth, DefaultHeight);
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}
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protected override void FinalizeRenderer()
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{
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// Try to bind the OpenGL context before calling the gpu disposal.
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_openGLContext.MakeCurrent();
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Device.DisposeGpu();
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// Unbind context and destroy everything
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SDL_GL_MakeCurrent(WindowHandle, IntPtr.Zero);
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_openGLContext.Dispose();
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}
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protected override void SwapBuffers(object image)
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{
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if ((int)image != 0)
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{
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// The game's framebruffer is already bound, so blit it to the window's backbuffer
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, 0);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.ClearColor(0, 0, 0, 1);
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GL.BlitFramebuffer(0,
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0,
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Width,
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Height,
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0,
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0,
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Width,
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Height,
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ClearBufferMask.ColorBufferBit,
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BlitFramebufferFilter.Linear);
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}
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SDL_GL_SwapWindow(WindowHandle);
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}
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}
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}
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