TSRBerry eb528ae0f0
Add workflow to automatically check code style issues for PRs (#4670)
* 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
2023-07-24 18:35:04 +02:00

197 lines
7.6 KiB
C#

using OpenTK;
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.OpenGL;
using Ryujinx.Input.HLE;
using System;
using static SDL2.SDL;
namespace Ryujinx.Headless.SDL2.OpenGL
{
class OpenGLWindow : WindowBase
{
private static void CheckResult(int result)
{
if (result < 0)
{
throw new InvalidOperationException($"SDL_GL function returned an error: {SDL_GetError()}");
}
}
private static void SetupOpenGLAttributes(bool sharedContext, GraphicsDebugLevel debugLevel)
{
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 3));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_COMPATIBILITY));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_FLAGS, debugLevel != GraphicsDebugLevel.None ? (int)SDL_GLcontext.SDL_GL_CONTEXT_DEBUG_FLAG : 0));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, sharedContext ? 1 : 0));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ACCELERATED_VISUAL, 1));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_RED_SIZE, 8));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_GREEN_SIZE, 8));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_BLUE_SIZE, 8));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ALPHA_SIZE, 8));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DEPTH_SIZE, 16));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STENCIL_SIZE, 0));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STEREO, 0));
}
private class OpenToolkitBindingsContext : IBindingsContext
{
public IntPtr GetProcAddress(string procName)
{
return SDL_GL_GetProcAddress(procName);
}
}
private class SDL2OpenGLContext : IOpenGLContext
{
private readonly IntPtr _context;
private readonly IntPtr _window;
private readonly bool _shouldDisposeWindow;
public SDL2OpenGLContext(IntPtr context, IntPtr window, bool shouldDisposeWindow = true)
{
_context = context;
_window = window;
_shouldDisposeWindow = shouldDisposeWindow;
}
public static SDL2OpenGLContext CreateBackgroundContext(SDL2OpenGLContext sharedContext)
{
sharedContext.MakeCurrent();
// Ensure we share our contexts.
SetupOpenGLAttributes(true, GraphicsDebugLevel.None);
IntPtr windowHandle = SDL_CreateWindow("Ryujinx background context window", 0, 0, 1, 1, SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL_WindowFlags.SDL_WINDOW_HIDDEN);
IntPtr context = SDL_GL_CreateContext(windowHandle);
GL.LoadBindings(new OpenToolkitBindingsContext());
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 0));
CheckResult(SDL_GL_MakeCurrent(windowHandle, IntPtr.Zero));
return new SDL2OpenGLContext(context, windowHandle);
}
public void MakeCurrent()
{
if (SDL_GL_GetCurrentContext() == _context || SDL_GL_GetCurrentWindow() == _window)
{
return;
}
int res = SDL_GL_MakeCurrent(_window, _context);
if (res != 0)
{
string errorMessage = $"SDL_GL_CreateContext failed with error \"{SDL_GetError()}\"";
Logger.Error?.Print(LogClass.Application, errorMessage);
throw new Exception(errorMessage);
}
}
public void Dispose()
{
SDL_GL_DeleteContext(_context);
if (_shouldDisposeWindow)
{
SDL_DestroyWindow(_window);
}
}
}
private readonly GraphicsDebugLevel _glLogLevel;
private SDL2OpenGLContext _openGLContext;
public OpenGLWindow(
InputManager inputManager,
GraphicsDebugLevel glLogLevel,
AspectRatio aspectRatio,
bool enableMouse,
HideCursorMode hideCursorMode)
: base(inputManager, glLogLevel, aspectRatio, enableMouse, hideCursorMode)
{
_glLogLevel = glLogLevel;
}
public override SDL_WindowFlags GetWindowFlags() => SDL_WindowFlags.SDL_WINDOW_OPENGL;
protected override void InitializeWindowRenderer()
{
// Ensure to not share this context with other contexts before this point.
SetupOpenGLAttributes(false, _glLogLevel);
IntPtr context = SDL_GL_CreateContext(WindowHandle);
CheckResult(SDL_GL_SetSwapInterval(1));
if (context == IntPtr.Zero)
{
string errorMessage = $"SDL_GL_CreateContext failed with error \"{SDL_GetError()}\"";
Logger.Error?.Print(LogClass.Application, errorMessage);
throw new Exception(errorMessage);
}
// NOTE: The window handle needs to be disposed by the thread that created it and is handled separately.
_openGLContext = new SDL2OpenGLContext(context, WindowHandle, false);
// First take exclusivity on the OpenGL context.
((OpenGLRenderer)Renderer).InitializeBackgroundContext(SDL2OpenGLContext.CreateBackgroundContext(_openGLContext));
_openGLContext.MakeCurrent();
GL.ClearColor(0, 0, 0, 1.0f);
GL.Clear(ClearBufferMask.ColorBufferBit);
SwapBuffers();
if (IsFullscreen)
{
// NOTE: grabbing the main display's dimensions directly as OpenGL doesn't scale along like the VulkanWindow.
// we might have to amend this if people run this on a non-primary display set to a different resolution.
if (SDL_GetDisplayBounds(0, out SDL_Rect displayBounds) < 0)
{
Logger.Warning?.Print(LogClass.Application, $"Could not retrieve display bounds: {SDL_GetError()}");
// Fallback to defaults
displayBounds.w = DefaultWidth;
displayBounds.h = DefaultHeight;
}
Renderer?.Window.SetSize(displayBounds.w, displayBounds.h);
MouseDriver.SetClientSize(displayBounds.w, displayBounds.h);
}
else
{
Renderer?.Window.SetSize(DefaultWidth, DefaultHeight);
MouseDriver.SetClientSize(DefaultWidth, DefaultHeight);
}
}
protected override void InitializeRenderer() { }
protected override void FinalizeWindowRenderer()
{
// Try to bind the OpenGL context before calling the gpu disposal.
_openGLContext.MakeCurrent();
Device.DisposeGpu();
// Unbind context and destroy everything
CheckResult(SDL_GL_MakeCurrent(WindowHandle, IntPtr.Zero));
_openGLContext.Dispose();
}
protected override void SwapBuffers()
{
SDL_GL_SwapWindow(WindowHandle);
}
}
}