mirror of
https://github.com/GreemDev/Ryujinx.git
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deb99d2cae
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
259 lines
9.3 KiB
C#
259 lines
9.3 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Helper;
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using Ryujinx.Graphics.OpenGL.Image;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Window : IWindow, IDisposable
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{
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private const int TextureCount = 3;
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private readonly Renderer _renderer;
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private int _width;
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private int _height;
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private bool _sizeChanged;
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private int _copyFramebufferHandle;
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private int _stagingFrameBuffer;
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private int[] _stagingTextures;
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private int _currentTexture;
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internal BackgroundContextWorker BackgroundContext { get; private set; }
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internal bool ScreenCaptureRequested { get; set; }
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public Window(Renderer renderer)
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{
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_renderer = renderer;
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_stagingTextures = new int[TextureCount];
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}
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public void Present(ITexture texture, ImageCrop crop, Action<object> swapBuffersCallback)
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{
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GL.Disable(EnableCap.FramebufferSrgb);
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if (_sizeChanged)
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{
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if (_stagingFrameBuffer != 0)
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{
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GL.DeleteTextures(_stagingTextures.Length, _stagingTextures);
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GL.DeleteFramebuffer(_stagingFrameBuffer);
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}
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CreateStagingFramebuffer();
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_sizeChanged = false;
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}
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(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
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CopyTextureToFrameBufferRGB(_stagingFrameBuffer, GetCopyFramebufferHandleLazy(), (TextureView)texture, crop, swapBuffersCallback);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
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GL.Enable(EnableCap.FramebufferSrgb);
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// Restore unpack alignment to 4, as performance overlays such as RTSS may change this to load their resources.
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GL.PixelStore(PixelStoreParameter.UnpackAlignment, 4);
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}
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private void CreateStagingFramebuffer()
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{
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_stagingFrameBuffer = GL.GenFramebuffer();
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GL.GenTextures(_stagingTextures.Length, _stagingTextures);
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, _stagingFrameBuffer);
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foreach (var stagingTexture in _stagingTextures)
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{
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GL.BindTexture(TextureTarget.Texture2D, stagingTexture);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8, _width, _height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
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GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, stagingTexture, 0);
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}
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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GL.BindTexture(TextureTarget.Texture2D, 0);
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}
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public void SetSize(int width, int height)
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{
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_width = width;
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_height = height;
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_sizeChanged = true;
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}
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private void CopyTextureToFrameBufferRGB(int drawFramebuffer, int readFramebuffer, TextureView view, ImageCrop crop, Action<object> swapBuffersCallback)
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{
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, drawFramebuffer);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, readFramebuffer);
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GL.FramebufferTexture2D(FramebufferTarget.DrawFramebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, _stagingTextures[_currentTexture], 0);
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TextureView viewConverted = view.Format.IsBgr() ? _renderer.TextureCopy.BgraSwap(view) : view;
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GL.FramebufferTexture(
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FramebufferTarget.ReadFramebuffer,
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FramebufferAttachment.ColorAttachment0,
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viewConverted.Handle,
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0);
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.Disable(EnableCap.RasterizerDiscard);
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GL.Disable(IndexedEnableCap.ScissorTest, 0);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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int srcX0, srcX1, srcY0, srcY1;
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float scale = view.ScaleFactor;
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if (crop.Left == 0 && crop.Right == 0)
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{
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srcX0 = 0;
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srcX1 = (int)(view.Width / scale);
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}
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else
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{
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srcX0 = crop.Left;
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srcX1 = crop.Right;
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}
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if (crop.Top == 0 && crop.Bottom == 0)
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{
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srcY0 = 0;
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srcY1 = (int)(view.Height / scale);
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}
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else
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{
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srcY0 = crop.Top;
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srcY1 = crop.Bottom;
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}
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if (scale != 1f)
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{
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srcX0 = (int)(srcX0 * scale);
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srcY0 = (int)(srcY0 * scale);
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srcX1 = (int)Math.Ceiling(srcX1 * scale);
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srcY1 = (int)Math.Ceiling(srcY1 * scale);
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}
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float ratioX = crop.IsStretched ? 1.0f : MathF.Min(1.0f, _height * crop.AspectRatioX / (_width * crop.AspectRatioY));
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float ratioY = crop.IsStretched ? 1.0f : MathF.Min(1.0f, _width * crop.AspectRatioY / (_height * crop.AspectRatioX));
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int dstWidth = (int)(_width * ratioX);
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int dstHeight = (int)(_height * ratioY);
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int dstPaddingX = (_width - dstWidth) / 2;
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int dstPaddingY = (_height - dstHeight) / 2;
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int dstX0 = crop.FlipX ? _width - dstPaddingX : dstPaddingX;
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int dstX1 = crop.FlipX ? dstPaddingX : _width - dstPaddingX;
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int dstY0 = crop.FlipY ? dstPaddingY : _height - dstPaddingY;
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int dstY1 = crop.FlipY ? _height - dstPaddingY : dstPaddingY;
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if (ScreenCaptureRequested)
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{
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CaptureFrame(srcX0, srcY0, srcX1, srcY1, view.Format.IsBgr(), crop.FlipX, crop.FlipY);
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ScreenCaptureRequested = false;
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}
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GL.BlitFramebuffer(
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srcX0,
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srcY0,
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srcX1,
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srcY1,
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dstX0,
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dstY0,
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dstX1,
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dstY1,
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ClearBufferMask.ColorBufferBit,
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BlitFramebufferFilter.Linear);
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// Remove Alpha channel
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GL.ColorMask(false, false, false, true);
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GL.ClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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for (int i = 0; i < Constants.MaxRenderTargets; i++)
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{
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((Pipeline)_renderer.Pipeline).RestoreComponentMask(i);
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}
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// Set clip control, viewport and the framebuffer to the output to placate overlays and OBS capture.
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GL.ClipControl(ClipOrigin.LowerLeft, ClipDepthMode.NegativeOneToOne);
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GL.Viewport(0, 0, _width, _height);
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, drawFramebuffer);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, _stagingFrameBuffer);
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swapBuffersCallback((object)_stagingTextures[_currentTexture]);
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_currentTexture = ++_currentTexture % _stagingTextures.Length;
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((Pipeline)_renderer.Pipeline).RestoreClipControl();
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((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
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((Pipeline)_renderer.Pipeline).RestoreRasterizerDiscard();
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((Pipeline)_renderer.Pipeline).RestoreViewport0();
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if (viewConverted != view)
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{
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viewConverted.Dispose();
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}
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}
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private int GetCopyFramebufferHandleLazy()
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{
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int handle = _copyFramebufferHandle;
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if (handle == 0)
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{
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handle = GL.GenFramebuffer();
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_copyFramebufferHandle = handle;
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}
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return handle;
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}
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public void InitializeBackgroundContext(IOpenGLContext baseContext)
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{
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BackgroundContext = new BackgroundContextWorker(baseContext);
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}
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public void CaptureFrame(int x, int y, int width, int height, bool isBgra, bool flipX, bool flipY)
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{
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long size = Math.Abs(4 * width * height);
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byte[] bitmap = new byte[size];
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GL.ReadPixels(x, y, width, height, isBgra ? PixelFormat.Bgra : PixelFormat.Rgba, PixelType.UnsignedByte, bitmap);
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_renderer.OnScreenCaptured(new ScreenCaptureImageInfo(width, height, isBgra, bitmap, flipX, flipY));
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}
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public void Dispose()
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{
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BackgroundContext.Dispose();
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if (_copyFramebufferHandle != 0)
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{
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GL.DeleteFramebuffer(_copyFramebufferHandle);
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_copyFramebufferHandle = 0;
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}
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if (_stagingFrameBuffer != 0)
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{
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GL.DeleteTextures(_stagingTextures.Length, _stagingTextures);
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GL.DeleteFramebuffer(_stagingFrameBuffer);
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_stagingFrameBuffer = 0;
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_stagingTextures = null;
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}
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}
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}
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}
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