yuzu_cmd: Split emu_window OpenGL implementation into its own file
This commit is contained in:
parent
b6dcb1ae4d
commit
4b80dd23a4
@ -4,6 +4,8 @@ add_executable(yuzu-cmd
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config.cpp
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config.h
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default_ini.h
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emu_window/emu_window_sdl2_gl.cpp
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emu_window/emu_window_sdl2_gl.h
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emu_window/emu_window_sdl2.cpp
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emu_window/emu_window_sdl2.h
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resource.h
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@ -2,53 +2,27 @@
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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/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/string_util.h"
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#include "core/settings.h"
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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#include "input_common/motion_emu.h"
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#include "input_common/sdl/sdl.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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class SDLGLContext : public Core::Frontend::GraphicsContext {
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public:
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explicit SDLGLContext() {
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// create a hidden window to make the shared context against
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window = SDL_CreateWindow("", 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_HIDDEN);
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context = SDL_GL_CreateContext(window);
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EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
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exit(1);
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}
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InputCommon::Init();
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SDL_SetMainReady();
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}
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~SDLGLContext() {
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SDL_GL_DeleteContext(context);
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SDL_DestroyWindow(window);
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}
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void MakeCurrent() override {
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SDL_GL_MakeCurrent(window, context);
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}
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void DoneCurrent() override {
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SDL_GL_MakeCurrent(window, nullptr);
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}
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void SwapBuffers() override {}
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private:
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SDL_Window* window;
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SDL_GLContext context;
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};
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EmuWindow_SDL2::~EmuWindow_SDL2() {
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InputCommon::Shutdown();
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SDL_Quit();
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}
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
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@ -139,112 +113,6 @@ void EmuWindow_SDL2::Fullscreen() {
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SDL_MaximizeWindow(render_window);
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}
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bool EmuWindow_SDL2::SupportsRequiredGLExtensions() {
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std::vector<std::string> unsupported_ext;
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if (!GLAD_GL_ARB_direct_state_access)
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unsupported_ext.push_back("ARB_direct_state_access");
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if (!GLAD_GL_ARB_vertex_type_10f_11f_11f_rev)
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unsupported_ext.push_back("ARB_vertex_type_10f_11f_11f_rev");
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if (!GLAD_GL_ARB_texture_mirror_clamp_to_edge)
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unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
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if (!GLAD_GL_ARB_multi_bind)
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unsupported_ext.push_back("ARB_multi_bind");
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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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if (!GLAD_GL_ARB_texture_compression_rgtc)
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unsupported_ext.push_back("ARB_texture_compression_rgtc");
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if (!GLAD_GL_ARB_depth_buffer_float)
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unsupported_ext.push_back("ARB_depth_buffer_float");
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for (const std::string& ext : unsupported_ext)
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LOG_CRITICAL(Frontend, "Unsupported GL extension: {}", ext);
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return unsupported_ext.empty();
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}
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EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
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// Initialize the window
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
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exit(1);
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}
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InputCommon::Init();
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SDL_SetMainReady();
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const SDL_GLprofile profile = Settings::values.use_compatibility_profile
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? SDL_GL_CONTEXT_PROFILE_COMPATIBILITY
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: SDL_GL_CONTEXT_PROFILE_CORE;
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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, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile);
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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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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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if (fullscreen) {
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Fullscreen();
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}
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gl_context = SDL_GL_CreateContext(render_window);
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if (gl_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 (!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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SDL_GL_SetSwapInterval(false);
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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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DoneCurrent();
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}
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EmuWindow_SDL2::~EmuWindow_SDL2() {
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InputCommon::Shutdown();
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SDL_GL_DeleteContext(gl_context);
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SDL_Quit();
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}
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void EmuWindow_SDL2::SwapBuffers() {
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SDL_GL_SwapWindow(render_window);
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}
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void EmuWindow_SDL2::PollEvents() {
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SDL_Event event;
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@ -257,7 +125,11 @@ void EmuWindow_SDL2::PollEvents() {
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case SDL_WINDOWEVENT_RESIZED:
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case SDL_WINDOWEVENT_MAXIMIZED:
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case SDL_WINDOWEVENT_RESTORED:
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OnResize();
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break;
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case SDL_WINDOWEVENT_MINIMIZED:
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case SDL_WINDOWEVENT_EXPOSED:
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is_shown = event.window.event == SDL_WINDOWEVENT_EXPOSED;
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OnResize();
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break;
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case SDL_WINDOWEVENT_CLOSE:
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@ -300,20 +172,7 @@ void EmuWindow_SDL2::PollEvents() {
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}
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}
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void EmuWindow_SDL2::MakeCurrent() {
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SDL_GL_MakeCurrent(render_window, gl_context);
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}
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void EmuWindow_SDL2::DoneCurrent() {
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SDL_GL_MakeCurrent(render_window, nullptr);
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}
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void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(
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const std::pair<unsigned, unsigned>& minimal_size) {
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SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
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}
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std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2::CreateSharedContext() const {
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return std::make_unique<SDLGLContext>();
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}
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@ -15,24 +15,13 @@ public:
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explicit EmuWindow_SDL2(bool fullscreen);
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~EmuWindow_SDL2();
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/// Swap buffers to display the next frame
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void SwapBuffers() override;
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/// Polls window events
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void PollEvents() override;
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/// Makes the graphics context current for the caller thread
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void MakeCurrent() override;
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/// Releases the GL context from the caller thread
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void DoneCurrent() override;
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std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
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/// Whether the window is still open, and a close request hasn't yet been sent
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bool IsOpen() const;
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private:
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protected:
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/// Called by PollEvents when a key is pressed or released.
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void OnKeyEvent(int key, u8 state);
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@ -60,9 +49,6 @@ private:
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/// Called when user passes the fullscreen parameter flag
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void Fullscreen();
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/// Whether the GPU and driver supports the OpenGL extension required
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bool SupportsRequiredGLExtensions();
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/// Called when a configuration change affects the minimal size of the window
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void OnMinimalClientAreaChangeRequest(
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const std::pair<unsigned, unsigned>& minimal_size) override;
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@ -70,10 +56,9 @@ private:
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/// Is the window still open?
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bool is_open = true;
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/// Is the window being shown?
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bool is_shown = true;
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/// Internal SDL2 render window
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SDL_Window* render_window;
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using SDL_GLContext = void*;
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/// The OpenGL context associated with the window
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SDL_GLContext gl_context;
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};
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154
src/yuzu_cmd/emu_window/emu_window_sdl2_gl.cpp
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154
src/yuzu_cmd/emu_window/emu_window_sdl2_gl.cpp
Normal file
@ -0,0 +1,154 @@
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// 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/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/string_util.h"
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#include "core/settings.h"
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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#include "input_common/motion_emu.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() {
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// create a hidden window to make the shared context against
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window = SDL_CreateWindow("", 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_HIDDEN);
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context = SDL_GL_CreateContext(window);
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}
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~SDLGLContext() {
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SDL_GL_DeleteContext(context);
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SDL_DestroyWindow(window);
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}
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void MakeCurrent() override {
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SDL_GL_MakeCurrent(window, context);
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}
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void DoneCurrent() override {
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SDL_GL_MakeCurrent(window, nullptr);
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}
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void SwapBuffers() override {}
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private:
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SDL_Window* window;
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SDL_GLContext context;
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};
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bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
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std::vector<std::string> unsupported_ext;
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if (!GLAD_GL_ARB_vertex_type_10f_11f_11f_rev)
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unsupported_ext.push_back("ARB_vertex_type_10f_11f_11f_rev");
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if (!GLAD_GL_ARB_texture_mirror_clamp_to_edge)
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unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
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if (!GLAD_GL_ARB_multi_bind)
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unsupported_ext.push_back("ARB_multi_bind");
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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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if (!GLAD_GL_ARB_texture_compression_rgtc)
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unsupported_ext.push_back("ARB_texture_compression_rgtc");
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if (!GLAD_GL_ARB_depth_buffer_float)
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unsupported_ext.push_back("ARB_depth_buffer_float");
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for (const std::string& ext : unsupported_ext)
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LOG_CRITICAL(Frontend, "Unsupported GL extension: {}", ext);
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return unsupported_ext.empty();
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}
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EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscreen) {
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const SDL_GLprofile profile = Settings::values.use_compatibility_profile
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? SDL_GL_CONTEXT_PROFILE_COMPATIBILITY
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: SDL_GL_CONTEXT_PROFILE_CORE;
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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, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile);
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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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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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if (fullscreen) {
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Fullscreen();
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}
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gl_context = SDL_GL_CreateContext(render_window);
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if (gl_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 (!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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SDL_GL_SetSwapInterval(false);
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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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DoneCurrent();
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}
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EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
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SDL_GL_DeleteContext(gl_context);
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}
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void EmuWindow_SDL2_GL::SwapBuffers() {
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SDL_GL_SwapWindow(render_window);
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}
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void EmuWindow_SDL2_GL::MakeCurrent() {
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SDL_GL_MakeCurrent(render_window, gl_context);
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}
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void EmuWindow_SDL2_GL::DoneCurrent() {
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SDL_GL_MakeCurrent(render_window, nullptr);
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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>();
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}
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34
src/yuzu_cmd/emu_window/emu_window_sdl2_gl.h
Normal file
34
src/yuzu_cmd/emu_window/emu_window_sdl2_gl.h
Normal file
@ -0,0 +1,34 @@
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// 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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#pragma once
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#include <memory>
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#include "core/frontend/emu_window.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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class EmuWindow_SDL2_GL final : public EmuWindow_SDL2 {
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public:
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explicit EmuWindow_SDL2_GL(bool fullscreen);
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~EmuWindow_SDL2_GL();
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/// Swap buffers to display the next frame
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void SwapBuffers() override;
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|
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/// Makes the graphics context current for the caller thread
|
||||
void MakeCurrent() override;
|
||||
|
||||
/// Releases the GL context from the caller thread
|
||||
void DoneCurrent() override;
|
||||
|
||||
std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
|
||||
|
||||
private:
|
||||
/// Whether the GPU and driver supports the OpenGL extension required
|
||||
bool SupportsRequiredGLExtensions();
|
||||
|
||||
using SDL_GLContext = void*;
|
||||
/// The OpenGL context associated with the window
|
||||
SDL_GLContext gl_context;
|
||||
};
|
@ -31,6 +31,7 @@
|
||||
#include "video_core/renderer_base.h"
|
||||
#include "yuzu_cmd/config.h"
|
||||
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
|
||||
#include "yuzu_cmd/emu_window/emu_window_sdl2_gl.h"
|
||||
|
||||
#include "core/file_sys/registered_cache.h"
|
||||
|
||||
@ -173,7 +174,7 @@ int main(int argc, char** argv) {
|
||||
Settings::values.use_gdbstub = use_gdbstub;
|
||||
Settings::Apply();
|
||||
|
||||
std::unique_ptr<EmuWindow_SDL2> emu_window{std::make_unique<EmuWindow_SDL2>(fullscreen)};
|
||||
std::unique_ptr<EmuWindow_SDL2> emu_window{std::make_unique<EmuWindow_SDL2_GL>(fullscreen)};
|
||||
|
||||
if (!Settings::values.use_multi_core) {
|
||||
// Single core mode must acquire OpenGL context for entire emulation session
|
||||
|
Loading…
Reference in New Issue
Block a user