* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Address or silence dotnet format CA1806 and a few CA1854 warnings * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First dotnet format pass * Add trailing commas * Fix naming and formatting issues
177 lines
6.7 KiB
C#
177 lines
6.7 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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Renderer?.Window.SetSize(DefaultWidth, DefaultHeight);
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MouseDriver.SetClientSize(DefaultWidth, DefaultHeight);
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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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