using Ryujinx.Common.Configuration; using Ryujinx.Common.Configuration.Hid; using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.GAL.Multithreading; using Ryujinx.Graphics.Gpu; using Ryujinx.Graphics.OpenGL; using Ryujinx.HLE.HOS.Applets; using Ryujinx.HLE.HOS.Services.Am.AppletOE.ApplicationProxyService.ApplicationProxy.Types; using Ryujinx.HLE.Ui; using Ryujinx.Input; using Ryujinx.Input.HLE; using Ryujinx.SDL2.Common; using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Runtime.InteropServices; using System.Threading; using static SDL2.SDL; using AntiAliasing = Ryujinx.Common.Configuration.AntiAliasing; using ScalingFilter = Ryujinx.Common.Configuration.ScalingFilter; using Switch = Ryujinx.HLE.Switch; namespace Ryujinx.Headless.SDL2 { abstract partial class WindowBase : IHostUiHandler, IDisposable { protected const int DefaultWidth = 1280; protected const int DefaultHeight = 720; private const int TargetFps = 60; private SDL_WindowFlags DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI | SDL_WindowFlags.SDL_WINDOW_RESIZABLE | SDL_WindowFlags.SDL_WINDOW_INPUT_FOCUS | SDL_WindowFlags.SDL_WINDOW_SHOWN; private SDL_WindowFlags FullscreenFlag = 0; private static readonly ConcurrentQueue _mainThreadActions = new(); [LibraryImport("SDL2")] // TODO: Remove this as soon as SDL2-CS was updated to expose this method publicly private static partial IntPtr SDL_LoadBMP_RW(IntPtr src, int freesrc); public static void QueueMainThreadAction(Action action) { _mainThreadActions.Enqueue(action); } public NpadManager NpadManager { get; } public TouchScreenManager TouchScreenManager { get; } public Switch Device { get; private set; } public IRenderer Renderer { get; private set; } public event EventHandler StatusUpdatedEvent; protected IntPtr WindowHandle { get; set; } public IHostUiTheme HostUiTheme { get; } public int Width { get; private set; } public int Height { get; private set; } public int DisplayId { get; set; } public bool IsFullscreen { get; set; } public bool IsExclusiveFullscreen { get; set; } public int ExclusiveFullscreenWidth { get; set; } public int ExclusiveFullscreenHeight { get; set; } public AntiAliasing AntiAliasing { get; set; } public ScalingFilter ScalingFilter { get; set; } public int ScalingFilterLevel { get; set; } protected SDL2MouseDriver MouseDriver; private readonly InputManager _inputManager; private readonly IKeyboard _keyboardInterface; private readonly GraphicsDebugLevel _glLogLevel; private readonly Stopwatch _chrono; private readonly long _ticksPerFrame; private readonly CancellationTokenSource _gpuCancellationTokenSource; private readonly ManualResetEvent _exitEvent; private readonly ManualResetEvent _gpuDoneEvent; private long _ticks; private bool _isActive; private bool _isStopped; private uint _windowId; private string _gpuVendorName; private readonly AspectRatio _aspectRatio; private readonly bool _enableMouse; public WindowBase( InputManager inputManager, GraphicsDebugLevel glLogLevel, AspectRatio aspectRatio, bool enableMouse, HideCursorMode hideCursorMode) { MouseDriver = new SDL2MouseDriver(hideCursorMode); _inputManager = inputManager; _inputManager.SetMouseDriver(MouseDriver); NpadManager = _inputManager.CreateNpadManager(); TouchScreenManager = _inputManager.CreateTouchScreenManager(); _keyboardInterface = (IKeyboard)_inputManager.KeyboardDriver.GetGamepad("0"); _glLogLevel = glLogLevel; _chrono = new Stopwatch(); _ticksPerFrame = Stopwatch.Frequency / TargetFps; _gpuCancellationTokenSource = new CancellationTokenSource(); _exitEvent = new ManualResetEvent(false); _gpuDoneEvent = new ManualResetEvent(false); _aspectRatio = aspectRatio; _enableMouse = enableMouse; HostUiTheme = new HeadlessHostUiTheme(); SDL2Driver.Instance.Initialize(); } public void Initialize(Switch device, List inputConfigs, bool enableKeyboard, bool enableMouse) { Device = device; IRenderer renderer = Device.Gpu.Renderer; if (renderer is ThreadedRenderer tr) { renderer = tr.BaseRenderer; } Renderer = renderer; NpadManager.Initialize(device, inputConfigs, enableKeyboard, enableMouse); TouchScreenManager.Initialize(device); } private void SetWindowIcon() { Stream iconStream = typeof(WindowBase).Assembly.GetManifestResourceStream("Ryujinx.Headless.SDL2.Ryujinx.bmp"); byte[] iconBytes = new byte[iconStream!.Length]; if (iconStream.Read(iconBytes, 0, iconBytes.Length) != iconBytes.Length) { Logger.Error?.Print(LogClass.Application, "Failed to read icon to byte array."); iconStream.Close(); return; } iconStream.Close(); unsafe { fixed (byte* iconPtr = iconBytes) { IntPtr rwOpsStruct = SDL_RWFromConstMem((IntPtr)iconPtr, iconBytes.Length); IntPtr iconHandle = SDL_LoadBMP_RW(rwOpsStruct, 1); SDL_SetWindowIcon(WindowHandle, iconHandle); SDL_FreeSurface(iconHandle); } } } private void InitializeWindow() { var activeProcess = Device.Processes.ActiveApplication; var nacp = activeProcess.ApplicationControlProperties; int desiredLanguage = (int)Device.System.State.DesiredTitleLanguage; string titleNameSection = string.IsNullOrWhiteSpace(nacp.Title[desiredLanguage].NameString.ToString()) ? string.Empty : $" - {nacp.Title[desiredLanguage].NameString.ToString()}"; string titleVersionSection = string.IsNullOrWhiteSpace(nacp.DisplayVersionString.ToString()) ? string.Empty : $" v{nacp.DisplayVersionString.ToString()}"; string titleIdSection = string.IsNullOrWhiteSpace(activeProcess.ProgramIdText) ? string.Empty : $" ({activeProcess.ProgramIdText.ToUpper()})"; string titleArchSection = activeProcess.Is64Bit ? " (64-bit)" : " (32-bit)"; Width = DefaultWidth; Height = DefaultHeight; if (IsExclusiveFullscreen) { Width = ExclusiveFullscreenWidth; Height = ExclusiveFullscreenHeight; DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI; FullscreenFlag = SDL_WindowFlags.SDL_WINDOW_FULLSCREEN; } else if (IsFullscreen) { DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI; FullscreenFlag = SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP; } WindowHandle = SDL_CreateWindow($"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}", SDL_WINDOWPOS_CENTERED_DISPLAY(DisplayId), SDL_WINDOWPOS_CENTERED_DISPLAY(DisplayId), Width, Height, DefaultFlags | FullscreenFlag | GetWindowFlags()); if (WindowHandle == IntPtr.Zero) { string errorMessage = $"SDL_CreateWindow failed with error \"{SDL_GetError()}\""; Logger.Error?.Print(LogClass.Application, errorMessage); throw new Exception(errorMessage); } SetWindowIcon(); _windowId = SDL_GetWindowID(WindowHandle); SDL2Driver.Instance.RegisterWindow(_windowId, HandleWindowEvent); } private void HandleWindowEvent(SDL_Event evnt) { if (evnt.type == SDL_EventType.SDL_WINDOWEVENT) { switch (evnt.window.windowEvent) { case SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED: // Unlike on Windows, this event fires on macOS when triggering fullscreen mode. // And promptly crashes the process because `Renderer?.window.SetSize` is undefined. // As we don't need this to fire in either case we can test for fullscreen. if (!IsFullscreen && !IsExclusiveFullscreen) { Width = evnt.window.data1; Height = evnt.window.data2; Renderer?.Window.SetSize(Width, Height); MouseDriver.SetClientSize(Width, Height); } break; case SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE: Exit(); break; } } else { MouseDriver.Update(evnt); } } protected abstract void InitializeWindowRenderer(); protected abstract void InitializeRenderer(); protected abstract void FinalizeWindowRenderer(); protected abstract void SwapBuffers(); public abstract SDL_WindowFlags GetWindowFlags(); private string GetGpuVendorName() { return Renderer.GetHardwareInfo().GpuVendor; } private void SetAntiAliasing() { Renderer?.Window.SetAntiAliasing((Graphics.GAL.AntiAliasing)AntiAliasing); } private void SetScalingFilter() { Renderer?.Window.SetScalingFilter((Graphics.GAL.ScalingFilter)ScalingFilter); Renderer?.Window.SetScalingFilterLevel(ScalingFilterLevel); } public void Render() { InitializeWindowRenderer(); Device.Gpu.Renderer.Initialize(_glLogLevel); InitializeRenderer(); SetAntiAliasing(); SetScalingFilter(); _gpuVendorName = GetGpuVendorName(); Device.Gpu.Renderer.RunLoop(() => { Device.Gpu.SetGpuThread(); Device.Gpu.InitializeShaderCache(_gpuCancellationTokenSource.Token); while (_isActive) { if (_isStopped) { return; } _ticks += _chrono.ElapsedTicks; _chrono.Restart(); if (Device.WaitFifo()) { Device.Statistics.RecordFifoStart(); Device.ProcessFrame(); Device.Statistics.RecordFifoEnd(); } while (Device.ConsumeFrameAvailable()) { Device.PresentFrame(SwapBuffers); } if (_ticks >= _ticksPerFrame) { string dockedMode = Device.System.State.DockedMode ? "Docked" : "Handheld"; float scale = GraphicsConfig.ResScale; if (scale != 1) { dockedMode += $" ({scale}x)"; } StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs( Device.EnableDeviceVsync, dockedMode, Device.Configuration.AspectRatio.ToText(), $"Game: {Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)", $"FIFO: {Device.Statistics.GetFifoPercent():0.00} %", $"GPU: {_gpuVendorName}")); _ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame); } } // Make sure all commands in the run loop are fully executed before leaving the loop. if (Device.Gpu.Renderer is ThreadedRenderer threaded) { threaded.FlushThreadedCommands(); } _gpuDoneEvent.Set(); }); FinalizeWindowRenderer(); } public void Exit() { TouchScreenManager?.Dispose(); NpadManager?.Dispose(); if (_isStopped) { return; } _gpuCancellationTokenSource.Cancel(); _isStopped = true; _isActive = false; _exitEvent.WaitOne(); _exitEvent.Dispose(); } public static void ProcessMainThreadQueue() { while (_mainThreadActions.TryDequeue(out Action action)) { action(); } } public void MainLoop() { while (_isActive) { UpdateFrame(); SDL_PumpEvents(); ProcessMainThreadQueue(); // Polling becomes expensive if it's not slept Thread.Sleep(1); } _exitEvent.Set(); } private void NvidiaStutterWorkaround() { while (_isActive) { // When NVIDIA Threaded Optimization is on, the driver will snapshot all threads in the system whenever the application creates any new ones. // The ThreadPool has something called a "GateThread" which terminates itself after some inactivity. // However, it immediately starts up again, since the rules regarding when to terminate and when to start differ. // This creates a new thread every second or so. // The main problem with this is that the thread snapshot can take 70ms, is on the OpenGL thread and will delay rendering any graphics. // This is a little over budget on a frame time of 16ms, so creates a large stutter. // The solution is to keep the ThreadPool active so that it never has a reason to terminate the GateThread. // TODO: This should be removed when the issue with the GateThread is resolved. ThreadPool.QueueUserWorkItem(state => { }); Thread.Sleep(300); } } private bool UpdateFrame() { if (!_isActive) { return true; } if (_isStopped) { return false; } NpadManager.Update(); // Touchscreen bool hasTouch = false; // Get screen touch position if (!_enableMouse) { hasTouch = TouchScreenManager.Update(true, (_inputManager.MouseDriver as SDL2MouseDriver).IsButtonPressed(MouseButton.Button1), _aspectRatio.ToFloat()); } if (!hasTouch) { TouchScreenManager.Update(false); } Device.Hid.DebugPad.Update(); // TODO: Replace this with MouseDriver.CheckIdle() when mouse motion events are received on every supported platform. MouseDriver.UpdatePosition(); return true; } public void Execute() { _chrono.Restart(); _isActive = true; InitializeWindow(); Thread renderLoopThread = new(Render) { Name = "GUI.RenderLoop", }; renderLoopThread.Start(); Thread nvidiaStutterWorkaround = null; if (Renderer is OpenGLRenderer) { nvidiaStutterWorkaround = new Thread(NvidiaStutterWorkaround) { Name = "GUI.NvidiaStutterWorkaround", }; nvidiaStutterWorkaround.Start(); } MainLoop(); // NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose. // We only need to wait for all commands submitted during the main gpu loop to be processed. _gpuDoneEvent.WaitOne(); _gpuDoneEvent.Dispose(); nvidiaStutterWorkaround?.Join(); Exit(); } public bool DisplayInputDialog(SoftwareKeyboardUiArgs args, out string userText) { // SDL2 doesn't support input dialogs userText = "Ryujinx"; return true; } public bool DisplayMessageDialog(string title, string message) { SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags.SDL_MESSAGEBOX_INFORMATION, title, message, WindowHandle); return true; } public bool DisplayMessageDialog(ControllerAppletUiArgs args) { string playerCount = args.PlayerCountMin == args.PlayerCountMax ? $"exactly {args.PlayerCountMin}" : $"{args.PlayerCountMin}-{args.PlayerCountMax}"; string message = $"Application requests {playerCount} player(s) with:\n\n" + $"TYPES: {args.SupportedStyles}\n\n" + $"PLAYERS: {string.Join(", ", args.SupportedPlayers)}\n\n" + (args.IsDocked ? "Docked mode set. Handheld is also invalid.\n\n" : "") + "Please reconfigure Input now and then press OK."; return DisplayMessageDialog("Controller Applet", message); } public IDynamicTextInputHandler CreateDynamicTextInputHandler() { return new HeadlessDynamicTextInputHandler(); } public void ExecuteProgram(Switch device, ProgramSpecifyKind kind, ulong value) { device.Configuration.UserChannelPersistence.ExecuteProgram(kind, value); Exit(); } public bool DisplayErrorAppletDialog(string title, string message, string[] buttonsText) { SDL_MessageBoxData data = new() { title = title, message = message, buttons = new SDL_MessageBoxButtonData[buttonsText.Length], numbuttons = buttonsText.Length, window = WindowHandle, }; for (int i = 0; i < buttonsText.Length; i++) { data.buttons[i] = new SDL_MessageBoxButtonData { buttonid = i, text = buttonsText[i], }; } SDL_ShowMessageBox(ref data, out int _); return true; } public void Dispose() { Dispose(true); } protected virtual void Dispose(bool disposing) { if (disposing) { _isActive = false; TouchScreenManager?.Dispose(); NpadManager.Dispose(); SDL2Driver.Instance.UnregisterWindow(_windowId); SDL_DestroyWindow(WindowHandle); SDL2Driver.Instance.Dispose(); } } } }