1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
|
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 CheckResult(int result)
{
if (result < 0)
{
throw new InvalidOperationException($"SDL_GL function returned an error: {SDL_GetError()}");
}
}
private static void SetupOpenGLAttributes(bool sharedContext, GraphicsDebugLevel debugLevel)
{
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 3));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_COMPATIBILITY));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_FLAGS, debugLevel != GraphicsDebugLevel.None ? (int)SDL_GLcontext.SDL_GL_CONTEXT_DEBUG_FLAG : 0));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, sharedContext ? 1 : 0));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ACCELERATED_VISUAL, 1));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_RED_SIZE, 8));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_GREEN_SIZE, 8));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_BLUE_SIZE, 8));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ALPHA_SIZE, 8));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DEPTH_SIZE, 16));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STENCIL_SIZE, 0));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1));
CheckResult(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 readonly IntPtr _context;
private readonly IntPtr _window;
private readonly 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());
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 0));
CheckResult(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 readonly GraphicsDebugLevel _glLogLevel;
private SDL2OpenGLContext _openGLContext;
public OpenGLWindow(
InputManager inputManager,
GraphicsDebugLevel glLogLevel,
AspectRatio aspectRatio,
bool enableMouse,
HideCursorMode hideCursorMode)
: base(inputManager, glLogLevel, aspectRatio, enableMouse, hideCursorMode)
{
_glLogLevel = glLogLevel;
}
public override SDL_WindowFlags GetWindowFlags() => SDL_WindowFlags.SDL_WINDOW_OPENGL;
protected override void InitializeWindowRenderer()
{
// Ensure to not share this context with other contexts before this point.
SetupOpenGLAttributes(false, _glLogLevel);
IntPtr context = SDL_GL_CreateContext(WindowHandle);
CheckResult(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.
((OpenGLRenderer)Renderer).InitializeBackgroundContext(SDL2OpenGLContext.CreateBackgroundContext(_openGLContext));
_openGLContext.MakeCurrent();
GL.ClearColor(0, 0, 0, 1.0f);
GL.Clear(ClearBufferMask.ColorBufferBit);
SwapBuffers();
if (IsFullscreen)
{
// NOTE: grabbing the main display's dimensions directly as OpenGL doesn't scale along like the VulkanWindow.
// we might have to amend this if people run this on a non-primary display set to a different resolution.
SDL_Rect displayBounds;
SDL_GetDisplayBounds(0, out displayBounds);
Renderer?.Window.SetSize(displayBounds.w, displayBounds.h);
MouseDriver.SetClientSize(displayBounds.w, displayBounds.h);
}
else
{
Renderer?.Window.SetSize(DefaultWidth, DefaultHeight);
MouseDriver.SetClientSize(DefaultWidth, DefaultHeight);
}
}
protected override void InitializeRenderer() { }
protected override void FinalizeWindowRenderer()
{
// Try to bind the OpenGL context before calling the gpu disposal.
_openGLContext.MakeCurrent();
Device.DisposeGpu();
// Unbind context and destroy everything
CheckResult(SDL_GL_MakeCurrent(WindowHandle, IntPtr.Zero));
_openGLContext.Dispose();
}
protected override void SwapBuffers()
{
SDL_GL_SwapWindow(WindowHandle);
}
}
}
|