using Gdk; using Gtk; using OpenTK.Graphics.OpenGL; using Ryujinx.Common.Configuration; using Ryujinx.Graphics.OpenGL; using Ryujinx.Input.HLE; using SPB.Graphics; using SPB.Graphics.OpenGL; using SPB.Platform; using SPB.Platform.GLX; using SPB.Platform.WGL; using SPB.Windowing; using System; using System.Runtime.InteropServices; namespace Ryujinx.Ui { public class GlRenderer : RendererWidgetBase { private GraphicsDebugLevel _glLogLevel; private bool _initializedOpenGL; private OpenGLContextBase _openGLContext; private SwappableNativeWindowBase _nativeWindow; public GlRenderer(InputManager inputManager, GraphicsDebugLevel glLogLevel) : base(inputManager, glLogLevel) { _glLogLevel = glLogLevel; } protected override bool OnDrawn(Cairo.Context cr) { if (!_initializedOpenGL) { IntializeOpenGL(); } return true; } private void IntializeOpenGL() { _nativeWindow = RetrieveNativeWindow(); Window.EnsureNative(); _openGLContext = PlatformHelper.CreateOpenGLContext(GetGraphicsMode(), 3, 3, _glLogLevel == GraphicsDebugLevel.None ? OpenGLContextFlags.Compat : OpenGLContextFlags.Compat | OpenGLContextFlags.Debug); _openGLContext.Initialize(_nativeWindow); _openGLContext.MakeCurrent(_nativeWindow); // Release the GL exclusivity that SPB gave us as we aren't going to use it in GTK Thread. _openGLContext.MakeCurrent(null); WaitEvent.Set(); _initializedOpenGL = true; } private SwappableNativeWindowBase RetrieveNativeWindow() { if (OperatingSystem.IsWindows()) { IntPtr windowHandle = gdk_win32_window_get_handle(Window.Handle); return new WGLWindow(new NativeHandle(windowHandle)); } else if (OperatingSystem.IsLinux()) { IntPtr displayHandle = gdk_x11_display_get_xdisplay(Display.Handle); IntPtr windowHandle = gdk_x11_window_get_xid(Window.Handle); return new GLXWindow(new NativeHandle(displayHandle), new NativeHandle(windowHandle)); } throw new NotImplementedException(); } [DllImport("libgdk-3-0.dll")] private static extern IntPtr gdk_win32_window_get_handle(IntPtr d); [DllImport("libgdk-3.so.0")] private static extern IntPtr gdk_x11_display_get_xdisplay(IntPtr gdkDisplay); [DllImport("libgdk-3.so.0")] private static extern IntPtr gdk_x11_window_get_xid(IntPtr gdkWindow); private static FramebufferFormat GetGraphicsMode() { return Environment.OSVersion.Platform == PlatformID.Unix ? new FramebufferFormat(new ColorFormat(8, 8, 8, 0), 16, 0, ColorFormat.Zero, 0, 2, false) : FramebufferFormat.Default; } public override void InitializeRenderer() { // First take exclusivity on the OpenGL context. ((OpenGLRenderer)Renderer).InitializeBackgroundContext(SPBOpenGLContext.CreateBackgroundContext(_openGLContext)); _openGLContext.MakeCurrent(_nativeWindow); GL.ClearColor(0, 0, 0, 1.0f); GL.Clear(ClearBufferMask.ColorBufferBit); SwapBuffers(0); } public override void SwapBuffers(object image) { if((int)image != 0) { // The game's framebruffer is already bound, so blit it to the window's backbuffer GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, 0); GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(0, 0, 0, 1); GL.BlitFramebuffer(0, 0, WindowWidth, WindowHeight, 0, 0, WindowWidth, WindowHeight, ClearBufferMask.ColorBufferBit, BlitFramebufferFilter.Linear); } _nativeWindow.SwapBuffers(); } protected override string GetGpuBackendName() { return "OpenGL"; } protected override void Dispose(bool disposing) { // Try to bind the OpenGL context before calling the shutdown event try { _openGLContext?.MakeCurrent(_nativeWindow); } catch (Exception) { } Device.DisposeGpu(); NpadManager.Dispose(); // Unbind context and destroy everything try { _openGLContext?.MakeCurrent(null); } catch (Exception) { } _openGLContext.Dispose(); } } }