forked from MeloNX/MeloNX
* Add workflow to perform automated checks for PRs * Downgrade Microsoft.CodeAnalysis to 4.4.0 This is a workaround to fix issues with dotnet-format. See: - https://github.com/dotnet/format/issues/1805 - https://github.com/dotnet/format/issues/1800 * Adjust editorconfig to be more compatible with Ryujinx code-style * Adjust .editorconfig line endings to match .gitattributes * Disable 'prefer switch expression' rule * Remove naming styles These are the default rules, so we don't need to override them. * Silence IDE0060 in .editorconfig * Slightly adjust .editorconfig * Add lost workflow changes * Move .editorconfig comment to the top * .editorconfig: private static readonly fields should be _lowerCamelCase * .editorconfig: Remove alignment for declarations as well * editorconfig: Add rule for local constants * Disable CA1822 for HLE services * Disable CA1822 for ViewModels Bindings won't work with static members, but this issue is silently ignored. * Run dotnet format for the whole solution * Check result code of SDL_GetDisplayBounds * Fix dotnet format style issues * Add missing trailing commas * Update Microsoft.CodeAnalysis.CSharp to 4.6.0 Skipping 4.5.0 since it breaks dotnet format * Restore old default naming rules for dotnet format * Add naming rule exception for CPU tests * checks: Include all files before excluding paths * Fix dotnet format issues * Check dotnet format version * checks: Run dotnet format with severity info again * checks: Disable naming style rules until they won't crash the process anymore * Remove unread private member * checks: Attempt to run analyzers 3 times before giving up * checks: Enable naming style rules again with the new retry logic
197 lines
7.6 KiB
C#
197 lines
7.6 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 CheckResult(int result)
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{
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if (result < 0)
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{
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throw new InvalidOperationException($"SDL_GL function returned an error: {SDL_GetError()}");
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}
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}
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private static void SetupOpenGLAttributes(bool sharedContext, GraphicsDebugLevel debugLevel)
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{
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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3));
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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 3));
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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_COMPATIBILITY));
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CheckResult(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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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, sharedContext ? 1 : 0));
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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ACCELERATED_VISUAL, 1));
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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_RED_SIZE, 8));
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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_GREEN_SIZE, 8));
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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_BLUE_SIZE, 8));
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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ALPHA_SIZE, 8));
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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DEPTH_SIZE, 16));
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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STENCIL_SIZE, 0));
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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1));
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CheckResult(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 readonly IntPtr _context;
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private readonly IntPtr _window;
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private readonly 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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CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 0));
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CheckResult(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 readonly GraphicsDebugLevel _glLogLevel;
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private SDL2OpenGLContext _openGLContext;
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public OpenGLWindow(
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InputManager inputManager,
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GraphicsDebugLevel glLogLevel,
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AspectRatio aspectRatio,
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bool enableMouse,
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HideCursorMode hideCursorMode)
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: base(inputManager, glLogLevel, aspectRatio, enableMouse, hideCursorMode)
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{
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_glLogLevel = glLogLevel;
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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 InitializeWindowRenderer()
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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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CheckResult(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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((OpenGLRenderer)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();
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if (IsFullscreen)
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{
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// NOTE: grabbing the main display's dimensions directly as OpenGL doesn't scale along like the VulkanWindow.
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// we might have to amend this if people run this on a non-primary display set to a different resolution.
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if (SDL_GetDisplayBounds(0, out SDL_Rect displayBounds) < 0)
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{
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Logger.Warning?.Print(LogClass.Application, $"Could not retrieve display bounds: {SDL_GetError()}");
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// Fallback to defaults
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displayBounds.w = DefaultWidth;
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displayBounds.h = DefaultHeight;
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}
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Renderer?.Window.SetSize(displayBounds.w, displayBounds.h);
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MouseDriver.SetClientSize(displayBounds.w, displayBounds.h);
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}
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else
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{
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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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}
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protected override void InitializeRenderer() { }
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protected override void FinalizeWindowRenderer()
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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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CheckResult(SDL_GL_MakeCurrent(WindowHandle, IntPtr.Zero));
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_openGLContext.Dispose();
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}
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protected override void SwapBuffers()
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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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