Ryujinx-uplift/Ryujinx/Ui/GLRenderer.cs
Mary faac08e638
gtk3: Add base for future Vulkan integration (#2260)
* gtk3: Add base for future Vulkan integration

This PR puts in place the fondation for the future Vulkan integration on
the GTK3 UI.

This also updated SPB to 0.0.3-build14 that fixed a use after free on
XErrorHandler on Linux.

* Address rip's comments

* Merge GLWidget inside GLRenderer

* Clean up and deduplicate renderer implementations

* Address shahil's comments

* Address Ac_K's comments

* Address gdkchan's comments
2021-05-04 18:19:04 +02:00

152 lines
4.5 KiB
C#

using ARMeilleure.Translation;
using ARMeilleure.Translation.PTC;
using Gdk;
using Gtk;
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common;
using Ryujinx.Common.Configuration;
using Ryujinx.Configuration;
using Ryujinx.Graphics.OpenGL;
using Ryujinx.HLE.HOS.Services.Hid;
using Ryujinx.Input;
using Ryujinx.Input.HLE;
using Ryujinx.Ui.Widgets;
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.Diagnostics;
using System.Linq;
using System.Runtime.InteropServices;
using System.Threading;
using Key = Ryujinx.Input.Key;
namespace Ryujinx.Ui
{
using Switch = HLE.Switch;
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 (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
{
IntPtr windowHandle = gdk_win32_window_get_handle(Window.Handle);
return new WGLWindow(new NativeHandle(windowHandle));
}
else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
{
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.
((Renderer)Renderer).InitializeBackgroundContext(SPBOpenGLContext.CreateBackgroundContext(_openGLContext));
_openGLContext.MakeCurrent(_nativeWindow);
GL.ClearColor(0, 0, 0, 1.0f);
GL.Clear(ClearBufferMask.ColorBufferBit);
SwapBuffers();
}
public override void SwapBuffers()
{
_nativeWindow.SwapBuffers();
}
public override string GetGpuVendorName()
{
return ((Renderer)Renderer).GpuVendor;
}
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();
}
}
}