167 lines
6.1 KiB
C#
167 lines
6.1 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 SetupOpenGLAttributes(bool sharedContext, GraphicsDebugLevel debugLevel)
|
|
{
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_FLAGS, debugLevel != GraphicsDebugLevel.None ? (int)SDL_GLcontext.SDL_GL_CONTEXT_DEBUG_FLAG : 0);
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, sharedContext ? 1 : 0);
|
|
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ACCELERATED_VISUAL, 1);
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_RED_SIZE, 8);
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_GREEN_SIZE, 8);
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_BLUE_SIZE, 8);
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ALPHA_SIZE, 8);
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DEPTH_SIZE, 16);
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STENCIL_SIZE, 0);
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1);
|
|
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 IntPtr _context;
|
|
private IntPtr _window;
|
|
private 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());
|
|
|
|
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 0);
|
|
|
|
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 GraphicsDebugLevel _glLogLevel;
|
|
private SDL2OpenGLContext _openGLContext;
|
|
|
|
public OpenGLWindow(InputManager inputManager, GraphicsDebugLevel glLogLevel, AspectRatio aspectRatio, bool enableMouse) : base(inputManager, glLogLevel, aspectRatio, enableMouse)
|
|
{
|
|
_glLogLevel = glLogLevel;
|
|
}
|
|
|
|
protected override string GetGpuVendorName()
|
|
{
|
|
return ((Renderer)Renderer).GpuVendor;
|
|
}
|
|
|
|
public override SDL_WindowFlags GetWindowFlags() => SDL_WindowFlags.SDL_WINDOW_OPENGL;
|
|
|
|
protected override void InitializeRenderer()
|
|
{
|
|
// Ensure to not share this context with other contexts before this point.
|
|
SetupOpenGLAttributes(false, _glLogLevel);
|
|
IntPtr context = SDL_GL_CreateContext(WindowHandle);
|
|
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.
|
|
((Renderer)Renderer).InitializeBackgroundContext(SDL2OpenGLContext.CreateBackgroundContext(_openGLContext));
|
|
|
|
_openGLContext.MakeCurrent();
|
|
|
|
GL.ClearColor(0, 0, 0, 1.0f);
|
|
GL.Clear(ClearBufferMask.ColorBufferBit);
|
|
SwapBuffers();
|
|
|
|
Renderer?.Window.SetSize(DefaultWidth, DefaultHeight);
|
|
MouseDriver.SetClientSize(DefaultWidth, DefaultHeight);
|
|
}
|
|
|
|
protected override void FinalizeRenderer()
|
|
{
|
|
// Try to bind the OpenGL context before calling the gpu disposal.
|
|
_openGLContext.MakeCurrent();
|
|
|
|
Device.DisposeGpu();
|
|
|
|
// Unbind context and destroy everything
|
|
SDL_GL_MakeCurrent(WindowHandle, IntPtr.Zero);
|
|
_openGLContext.Dispose();
|
|
}
|
|
|
|
protected override void SwapBuffers()
|
|
{
|
|
SDL_GL_SwapWindow(WindowHandle);
|
|
}
|
|
}
|
|
}
|