citra/src/citra_qt/bootmanager.cpp
GPUCode 48ee112ceb
Add per game configuration options (#6187)
* common: Move settings to common from core.

- Removes a dependency on core and input_common from common.

* code: Wrap settings values

* Port from yuzu to allow per game settings

* citra_qt: Initial per-game settings dialog

* citra_qt: Use new API for read/save of config values

* citra_qt: Per game audio settings

* citra_qt: Per game graphics settings

* citra_qt: Per game system settings

* citra_qt: Per game general settings

* citra_qt: Document and run clang format

* citra_qt: Make icon smaller and centered

* citra_qt: Remove version number

* Not sure how to extract that, can always add it back later

* citra_qt: Wrap UISettings

* citra_qt: Fix unthottled fps setting

* citra_qt: Remove margin in emulation tab

* citra_qt: Implement some suggestions

* Bring back speed switch hotkey

* Allow configuration when game is running

* Rename/adjust UI stuff

* citra_qt: Fix build with separate windows

* citra_qt: Address feedback

* citra_qt: Log per-game settings before launching games

* citra_qt: Add shader cache options

* Also fix android build

* citra_qt: Add DLC menu option

* citra_qt: Run clang-format

* citra_qt: Adjust for time offset

* citra_qt: Implement suggestions

* Run clang-format

Co-authored-by: bunnei <bunneidev@gmail.com>
2022-12-08 13:27:25 +02:00

487 lines
15 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QApplication>
#include <QDragEnterEvent>
#include <QHBoxLayout>
#include <QKeyEvent>
#include <QOffscreenSurface>
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLFunctions_4_3_Core>
#include <fmt/format.h>
#include "citra_qt/bootmanager.h"
#include "citra_qt/main.h"
#include "common/microprofile.h"
#include "common/scm_rev.h"
#include "common/settings.h"
#include "core/3ds.h"
#include "core/core.h"
#include "core/frontend/scope_acquire_context.h"
#include "core/perf_stats.h"
#include "input_common/keyboard.h"
#include "input_common/main.h"
#include "input_common/motion_emu.h"
#include "network/network.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
EmuThread::EmuThread(Frontend::GraphicsContext& core_context) : core_context(core_context) {}
EmuThread::~EmuThread() = default;
static GMainWindow* GetMainWindow() {
const auto widgets = qApp->topLevelWidgets();
for (QWidget* w : widgets) {
if (GMainWindow* main = qobject_cast<GMainWindow*>(w)) {
return main;
}
}
return nullptr;
}
void EmuThread::run() {
MicroProfileOnThreadCreate("EmuThread");
Frontend::ScopeAcquireContext scope(core_context);
emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
Core::System& system = Core::System::GetInstance();
system.Renderer().Rasterizer()->LoadDiskResources(
stop_run, [this](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) {
emit LoadProgress(stage, value, total);
});
emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
core_context.MakeCurrent();
if (system.frame_limiter.IsFrameAdvancing()) {
// Usually the loading screen is hidden after the first frame is drawn. In this case
// we hide it immediately as we need to wait for user input to start the emulation.
emit HideLoadingScreen();
system.frame_limiter.WaitOnce();
}
// Holds whether the cpu was running during the last iteration,
// so that the DebugModeLeft signal can be emitted before the
// next execution step.
bool was_active = false;
while (!stop_run) {
if (running) {
if (!was_active)
emit DebugModeLeft();
const Core::System::ResultStatus result = system.RunLoop();
if (result == Core::System::ResultStatus::ShutdownRequested) {
// Notify frontend we shutdown
emit ErrorThrown(result, "");
// End emulation execution
break;
}
if (result != Core::System::ResultStatus::Success) {
this->SetRunning(false);
emit ErrorThrown(result, Core::System::GetInstance().GetStatusDetails());
}
was_active = running || exec_step;
if (!was_active && !stop_run)
emit DebugModeEntered();
} else if (exec_step) {
if (!was_active)
emit DebugModeLeft();
exec_step = false;
[[maybe_unused]] const Core::System::ResultStatus result = system.SingleStep();
emit DebugModeEntered();
yieldCurrentThread();
was_active = false;
} else {
std::unique_lock lock{running_mutex};
running_cv.wait(lock, [this] { return IsRunning() || exec_step || stop_run; });
}
}
// Shutdown the core emulation
system.Shutdown();
#if MICROPROFILE_ENABLED
MicroProfileOnThreadExit();
#endif
}
OpenGLWindow::OpenGLWindow(QWindow* parent, QWidget* event_handler, QOpenGLContext* shared_context,
bool is_secondary)
: QWindow(parent), context(std::make_unique<QOpenGLContext>(shared_context->parent())),
event_handler(event_handler), is_secondary{is_secondary} {
// disable vsync for any shared contexts
auto format = shared_context->format();
format.setSwapInterval(Settings::values.use_vsync_new ? 1 : 0);
this->setFormat(format);
context->setShareContext(shared_context);
context->setScreen(this->screen());
context->setFormat(format);
context->create();
setSurfaceType(QWindow::OpenGLSurface);
// TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground,
// WA_DontShowOnScreen, WA_DeleteOnClose
}
OpenGLWindow::~OpenGLWindow() {
context->doneCurrent();
}
void OpenGLWindow::Present() {
if (!isExposed())
return;
context->makeCurrent(this);
if (VideoCore::g_renderer) {
VideoCore::g_renderer->TryPresent(100, is_secondary);
}
context->swapBuffers(this);
auto f = context->versionFunctions<QOpenGLFunctions_4_3_Core>();
f->glFinish();
QWindow::requestUpdate();
}
bool OpenGLWindow::event(QEvent* event) {
switch (event->type()) {
case QEvent::UpdateRequest:
Present();
return true;
case QEvent::MouseButtonPress:
case QEvent::MouseButtonRelease:
case QEvent::MouseButtonDblClick:
case QEvent::MouseMove:
case QEvent::KeyPress:
case QEvent::KeyRelease:
case QEvent::FocusIn:
case QEvent::FocusOut:
case QEvent::FocusAboutToChange:
case QEvent::Enter:
case QEvent::Leave:
case QEvent::Wheel:
case QEvent::TabletMove:
case QEvent::TabletPress:
case QEvent::TabletRelease:
case QEvent::TabletEnterProximity:
case QEvent::TabletLeaveProximity:
case QEvent::TouchBegin:
case QEvent::TouchUpdate:
case QEvent::TouchEnd:
case QEvent::InputMethodQuery:
case QEvent::TouchCancel:
return QCoreApplication::sendEvent(event_handler, event);
case QEvent::Drop:
GetMainWindow()->DropAction(static_cast<QDropEvent*>(event));
return true;
case QEvent::DragEnter:
case QEvent::DragMove:
GetMainWindow()->AcceptDropEvent(static_cast<QDropEvent*>(event));
return true;
default:
return QWindow::event(event);
}
}
void OpenGLWindow::exposeEvent(QExposeEvent* event) {
QWindow::requestUpdate();
QWindow::exposeEvent(event);
}
GRenderWindow::GRenderWindow(QWidget* parent_, EmuThread* emu_thread, bool is_secondary_)
: QWidget(parent_), EmuWindow(is_secondary_), emu_thread(emu_thread) {
setWindowTitle(QStringLiteral("Citra %1 | %2-%3")
.arg(QString::fromUtf8(Common::g_build_name),
QString::fromUtf8(Common::g_scm_branch),
QString::fromUtf8(Common::g_scm_desc)));
setAttribute(Qt::WA_AcceptTouchEvents);
auto layout = new QHBoxLayout(this);
layout->setContentsMargins(0, 0, 0, 0);
setLayout(layout);
this->setMouseTracking(true);
GMainWindow* parent = GetMainWindow();
connect(this, &GRenderWindow::FirstFrameDisplayed, parent, &GMainWindow::OnLoadComplete);
}
GRenderWindow::~GRenderWindow() = default;
void GRenderWindow::MakeCurrent() {
core_context->MakeCurrent();
}
void GRenderWindow::DoneCurrent() {
core_context->DoneCurrent();
}
void GRenderWindow::PollEvents() {
if (!first_frame) {
first_frame = true;
emit FirstFrameDisplayed();
}
}
// On Qt 5.0+, this correctly gets the size of the framebuffer (pixels).
//
// Older versions get the window size (density independent pixels),
// and hence, do not support DPI scaling ("retina" displays).
// The result will be a viewport that is smaller than the extent of the window.
void GRenderWindow::OnFramebufferSizeChanged() {
// Screen changes potentially incur a change in screen DPI, hence we should update the
// framebuffer size
const qreal pixel_ratio = windowPixelRatio();
const u32 width = static_cast<u32>(this->width() * pixel_ratio);
const u32 height = static_cast<u32>(this->height() * pixel_ratio);
UpdateCurrentFramebufferLayout(width, height);
}
void GRenderWindow::BackupGeometry() {
geometry = QWidget::saveGeometry();
}
void GRenderWindow::RestoreGeometry() {
// We don't want to back up the geometry here (obviously)
QWidget::restoreGeometry(geometry);
}
void GRenderWindow::restoreGeometry(const QByteArray& geometry) {
// Make sure users of this class don't need to deal with backing up the geometry themselves
QWidget::restoreGeometry(geometry);
BackupGeometry();
}
QByteArray GRenderWindow::saveGeometry() {
// If we are a top-level widget, store the current geometry
// otherwise, store the last backup
if (parent() == nullptr) {
return QWidget::saveGeometry();
}
return geometry;
}
qreal GRenderWindow::windowPixelRatio() const {
return devicePixelRatioF();
}
std::pair<u32, u32> GRenderWindow::ScaleTouch(const QPointF pos) const {
const qreal pixel_ratio = windowPixelRatio();
return {static_cast<u32>(std::max(std::round(pos.x() * pixel_ratio), qreal{0.0})),
static_cast<u32>(std::max(std::round(pos.y() * pixel_ratio), qreal{0.0}))};
}
void GRenderWindow::closeEvent(QCloseEvent* event) {
emit Closed();
QWidget::closeEvent(event);
}
void GRenderWindow::keyPressEvent(QKeyEvent* event) {
InputCommon::GetKeyboard()->PressKey(event->key());
}
void GRenderWindow::keyReleaseEvent(QKeyEvent* event) {
InputCommon::GetKeyboard()->ReleaseKey(event->key());
}
void GRenderWindow::mousePressEvent(QMouseEvent* event) {
if (event->source() == Qt::MouseEventSynthesizedBySystem)
return; // touch input is handled in TouchBeginEvent
auto pos = event->pos();
if (event->button() == Qt::LeftButton) {
const auto [x, y] = ScaleTouch(pos);
this->TouchPressed(x, y);
} else if (event->button() == Qt::RightButton) {
InputCommon::GetMotionEmu()->BeginTilt(pos.x(), pos.y());
}
emit MouseActivity();
}
void GRenderWindow::mouseMoveEvent(QMouseEvent* event) {
if (event->source() == Qt::MouseEventSynthesizedBySystem)
return; // touch input is handled in TouchUpdateEvent
auto pos = event->pos();
const auto [x, y] = ScaleTouch(pos);
this->TouchMoved(x, y);
InputCommon::GetMotionEmu()->Tilt(pos.x(), pos.y());
emit MouseActivity();
}
void GRenderWindow::mouseReleaseEvent(QMouseEvent* event) {
if (event->source() == Qt::MouseEventSynthesizedBySystem)
return; // touch input is handled in TouchEndEvent
if (event->button() == Qt::LeftButton)
this->TouchReleased();
else if (event->button() == Qt::RightButton)
InputCommon::GetMotionEmu()->EndTilt();
emit MouseActivity();
}
void GRenderWindow::TouchBeginEvent(const QTouchEvent* event) {
// TouchBegin always has exactly one touch point, so take the .first()
const auto [x, y] = ScaleTouch(event->touchPoints().first().pos());
this->TouchPressed(x, y);
}
void GRenderWindow::TouchUpdateEvent(const QTouchEvent* event) {
QPointF pos;
int active_points = 0;
// average all active touch points
for (const auto& tp : event->touchPoints()) {
if (tp.state() & (Qt::TouchPointPressed | Qt::TouchPointMoved | Qt::TouchPointStationary)) {
active_points++;
pos += tp.pos();
}
}
pos /= active_points;
const auto [x, y] = ScaleTouch(pos);
this->TouchMoved(x, y);
}
void GRenderWindow::TouchEndEvent() {
this->TouchReleased();
}
bool GRenderWindow::event(QEvent* event) {
switch (event->type()) {
case QEvent::TouchBegin:
TouchBeginEvent(static_cast<QTouchEvent*>(event));
return true;
case QEvent::TouchUpdate:
TouchUpdateEvent(static_cast<QTouchEvent*>(event));
return true;
case QEvent::TouchEnd:
case QEvent::TouchCancel:
TouchEndEvent();
return true;
default:
break;
}
return QWidget::event(event);
}
void GRenderWindow::focusOutEvent(QFocusEvent* event) {
QWidget::focusOutEvent(event);
InputCommon::GetKeyboard()->ReleaseAllKeys();
has_focus = false;
}
void GRenderWindow::focusInEvent(QFocusEvent* event) {
QWidget::focusInEvent(event);
has_focus = true;
}
void GRenderWindow::resizeEvent(QResizeEvent* event) {
QWidget::resizeEvent(event);
OnFramebufferSizeChanged();
}
void GRenderWindow::InitRenderTarget() {
ReleaseRenderTarget();
first_frame = false;
GMainWindow* parent = GetMainWindow();
QWindow* parent_win_handle = parent ? parent->windowHandle() : nullptr;
child_window = new OpenGLWindow(parent_win_handle, this, QOpenGLContext::globalShareContext(),
is_secondary);
child_window->create();
child_widget = createWindowContainer(child_window, this);
child_widget->resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight);
layout()->addWidget(child_widget);
core_context = CreateSharedContext();
resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight);
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
OnFramebufferSizeChanged();
BackupGeometry();
}
void GRenderWindow::ReleaseRenderTarget() {
if (child_widget) {
layout()->removeWidget(child_widget);
delete child_widget;
child_widget = nullptr;
}
}
void GRenderWindow::CaptureScreenshot(u32 res_scale, const QString& screenshot_path) {
if (res_scale == 0)
res_scale = VideoCore::GetResolutionScaleFactor();
const auto layout{Layout::FrameLayoutFromResolutionScale(res_scale, is_secondary)};
screenshot_image = QImage(QSize(layout.width, layout.height), QImage::Format_RGB32);
VideoCore::RequestScreenshot(
screenshot_image.bits(),
[this, screenshot_path] {
const std::string std_screenshot_path = screenshot_path.toStdString();
if (screenshot_image.mirrored(false, true).save(screenshot_path)) {
LOG_INFO(Frontend, "Screenshot saved to \"{}\"", std_screenshot_path);
} else {
LOG_ERROR(Frontend, "Failed to save screenshot to \"{}\"", std_screenshot_path);
}
},
layout);
}
void GRenderWindow::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
setMinimumSize(minimal_size.first, minimal_size.second);
}
void GRenderWindow::OnEmulationStarting(EmuThread* emu_thread) {
this->emu_thread = emu_thread;
}
void GRenderWindow::OnEmulationStopping() {
emu_thread = nullptr;
}
void GRenderWindow::showEvent(QShowEvent* event) {
QWidget::showEvent(event);
}
std::unique_ptr<Frontend::GraphicsContext> GRenderWindow::CreateSharedContext() const {
return std::make_unique<GLContext>(QOpenGLContext::globalShareContext());
}
GLContext::GLContext(QOpenGLContext* shared_context)
: context(std::make_unique<QOpenGLContext>(shared_context->parent())),
surface(std::make_unique<QOffscreenSurface>(nullptr)) {
// disable vsync for any shared contexts
auto format = shared_context->format();
format.setSwapInterval(0);
context->setShareContext(shared_context);
context->setFormat(format);
context->create();
surface->setParent(shared_context->parent());
surface->setFormat(format);
surface->create();
}
void GLContext::MakeCurrent() {
context->makeCurrent(surface.get());
}
void GLContext::DoneCurrent() {
context->doneCurrent();
}