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335de3fdf5
It was just the one in emu_window_sdl2, but since _gl and _vk inherit from it, they all needed adjustments. Leaves just the one auto system& in main().
153 lines
4.8 KiB
C++
153 lines
4.8 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cstdlib>
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#include <string>
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#define SDL_MAIN_HANDLED
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#include <SDL.h>
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#include <fmt/format.h>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/settings.h"
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#include "common/string_util.h"
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#include "core/core.h"
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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#include "video_core/renderer_base.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2_gl.h"
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class SDLGLContext : public Core::Frontend::GraphicsContext {
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public:
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explicit SDLGLContext(SDL_Window* window_) : window{window_} {
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context = SDL_GL_CreateContext(window);
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}
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~SDLGLContext() {
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DoneCurrent();
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SDL_GL_DeleteContext(context);
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}
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void SwapBuffers() override {
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SDL_GL_SwapWindow(window);
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}
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void MakeCurrent() override {
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if (is_current) {
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return;
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}
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is_current = SDL_GL_MakeCurrent(window, context) == 0;
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}
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void DoneCurrent() override {
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if (!is_current) {
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return;
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}
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SDL_GL_MakeCurrent(window, nullptr);
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is_current = false;
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}
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private:
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SDL_Window* window;
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SDL_GLContext context;
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bool is_current = false;
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};
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bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
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std::vector<std::string_view> unsupported_ext;
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// Extensions required to support some texture formats.
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if (!GLAD_GL_EXT_texture_compression_s3tc) {
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unsupported_ext.push_back("EXT_texture_compression_s3tc");
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}
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if (!GLAD_GL_ARB_texture_compression_rgtc) {
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unsupported_ext.push_back("ARB_texture_compression_rgtc");
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}
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for (const auto& extension : unsupported_ext) {
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LOG_CRITICAL(Frontend, "Unsupported GL extension: {}", extension);
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}
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return unsupported_ext.empty();
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}
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EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem,
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Core::System& system_, bool fullscreen)
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: EmuWindow_SDL2{input_subsystem, system_} {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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if (Settings::values.renderer_debug) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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}
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SDL_GL_SetSwapInterval(0);
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std::string window_title = fmt::format("yuzu {} | {}-{}", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc);
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render_window =
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SDL_CreateWindow(window_title.c_str(),
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SDL_WINDOWPOS_UNDEFINED, // x position
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SDL_WINDOWPOS_UNDEFINED, // y position
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Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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if (render_window == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 window! {}", SDL_GetError());
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exit(1);
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}
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SetWindowIcon();
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if (fullscreen) {
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Fullscreen();
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}
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window_context = SDL_GL_CreateContext(render_window);
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core_context = CreateSharedContext();
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if (window_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
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exit(1);
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}
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if (core_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
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exit(1);
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}
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if (!gladLoadGLLoader(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
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LOG_CRITICAL(Frontend, "Failed to initialize GL functions! {}", SDL_GetError());
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exit(1);
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}
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if (!SupportsRequiredGLExtensions()) {
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LOG_CRITICAL(Frontend, "GPU does not support all required OpenGL extensions! Exiting...");
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exit(1);
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}
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OnResize();
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OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
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SDL_PumpEvents();
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LOG_INFO(Frontend, "yuzu Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch,
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Common::g_scm_desc);
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Settings::LogSettings();
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}
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EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
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core_context.reset();
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SDL_GL_DeleteContext(window_context);
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}
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std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
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return std::make_unique<SDLGLContext>(render_window);
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}
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