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>
273 lines
7.9 KiB
C#
273 lines
7.9 KiB
C#
using Avalonia;
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using Avalonia.Controls;
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using Avalonia.Data;
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using Avalonia.Media;
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using Avalonia.OpenGL;
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using Avalonia.Platform;
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using Avalonia.Rendering.SceneGraph;
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using Avalonia.Skia;
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using Avalonia.Threading;
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Configuration;
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using SkiaSharp;
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using SPB.Graphics;
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using SPB.Graphics.OpenGL;
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using SPB.Platform;
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using SPB.Windowing;
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using System;
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namespace Ryujinx.Ava.Ui.Controls
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{
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public class RendererControl : Control
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{
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private int _image;
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static RendererControl()
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{
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AffectsRender<RendererControl>(ImageProperty);
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}
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public readonly static StyledProperty<int> ImageProperty =
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AvaloniaProperty.Register<RendererControl, int>(nameof(Image), 0, inherits: true, defaultBindingMode: BindingMode.TwoWay);
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protected int Image
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{
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get => _image;
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set => SetAndRaise(ImageProperty, ref _image, value);
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}
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public event EventHandler<EventArgs> GlInitialized;
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public event EventHandler<Size> SizeChanged;
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protected Size RenderSize { get; private set; }
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public bool IsStarted { get; private set; }
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public int Major { get; }
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public int Minor { get; }
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public GraphicsDebugLevel DebugLevel { get; }
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public OpenGLContextBase GameContext { get; set; }
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public static OpenGLContextBase PrimaryContext => AvaloniaLocator.Current.GetService<IPlatformOpenGlInterface>().PrimaryContext.AsOpenGLContextBase();
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private SwappableNativeWindowBase _gameBackgroundWindow;
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private bool _isInitialized;
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private IntPtr _fence;
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private GlDrawOperation _glDrawOperation;
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public RendererControl(int major, int minor, GraphicsDebugLevel graphicsDebugLevel)
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{
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Major = major;
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Minor = minor;
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DebugLevel = graphicsDebugLevel;
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IObservable<Rect> resizeObservable = this.GetObservable(BoundsProperty);
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resizeObservable.Subscribe(Resized);
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Focusable = true;
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}
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private void Resized(Rect rect)
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{
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SizeChanged?.Invoke(this, rect.Size);
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RenderSize = rect.Size * Program.WindowScaleFactor;
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_glDrawOperation?.Dispose();
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_glDrawOperation = new GlDrawOperation(this);
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}
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public override void Render(DrawingContext context)
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{
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if (!_isInitialized)
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{
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CreateWindow();
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OnGlInitialized();
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_isInitialized = true;
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}
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if (GameContext == null || !IsStarted || Image == 0)
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{
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return;
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}
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if (_glDrawOperation != null)
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{
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context.Custom(_glDrawOperation);
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}
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base.Render(context);
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}
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protected void OnGlInitialized()
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{
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GlInitialized?.Invoke(this, EventArgs.Empty);
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}
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public void QueueRender()
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{
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Program.RenderTimer.TickNow();
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}
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internal void Present(object image)
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{
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Dispatcher.UIThread.InvokeAsync(() =>
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{
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Image = (int)image;
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}).Wait();
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if (_fence != IntPtr.Zero)
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{
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GL.DeleteSync(_fence);
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}
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_fence = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None);
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QueueRender();
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_gameBackgroundWindow.SwapBuffers();
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}
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internal void Start()
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{
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IsStarted = true;
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QueueRender();
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}
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internal void Stop()
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{
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IsStarted = false;
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}
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public void DestroyBackgroundContext()
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{
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_image = 0;
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if (_fence != IntPtr.Zero)
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{
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_glDrawOperation.Dispose();
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GL.DeleteSync(_fence);
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}
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GlDrawOperation.DeleteFramebuffer();
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GameContext?.Dispose();
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_gameBackgroundWindow?.Dispose();
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}
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internal void MakeCurrent()
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{
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GameContext.MakeCurrent(_gameBackgroundWindow);
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}
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internal void MakeCurrent(SwappableNativeWindowBase window)
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{
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GameContext.MakeCurrent(window);
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}
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protected void CreateWindow()
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{
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var flags = OpenGLContextFlags.Compat;
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if (DebugLevel != GraphicsDebugLevel.None)
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{
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flags |= OpenGLContextFlags.Debug;
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}
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_gameBackgroundWindow = PlatformHelper.CreateOpenGLWindow(FramebufferFormat.Default, 0, 0, 100, 100);
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_gameBackgroundWindow.Hide();
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GameContext = PlatformHelper.CreateOpenGLContext(FramebufferFormat.Default, Major, Minor, flags, shareContext: PrimaryContext);
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GameContext.Initialize(_gameBackgroundWindow);
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}
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private class GlDrawOperation : ICustomDrawOperation
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{
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private static int _framebuffer;
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public Rect Bounds { get; }
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private readonly RendererControl _control;
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public GlDrawOperation(RendererControl control)
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{
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_control = control;
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Bounds = _control.Bounds;
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}
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public void Dispose() { }
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public static void DeleteFramebuffer()
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{
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if (_framebuffer == 0)
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{
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GL.DeleteFramebuffer(_framebuffer);
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}
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_framebuffer = 0;
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}
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public bool Equals(ICustomDrawOperation other)
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{
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return other is GlDrawOperation operation && Equals(this, operation) && operation.Bounds == Bounds;
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}
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public bool HitTest(Point p)
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{
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return Bounds.Contains(p);
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}
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private void CreateRenderTarget()
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{
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_framebuffer = GL.GenFramebuffer();
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}
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public void Render(IDrawingContextImpl context)
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{
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if (_control.Image == 0)
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{
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return;
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}
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if (_framebuffer == 0)
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{
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CreateRenderTarget();
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}
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int currentFramebuffer = GL.GetInteger(GetPName.FramebufferBinding);
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var image = _control.Image;
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var fence = _control._fence;
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, _framebuffer);
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GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, image, 0);
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, currentFramebuffer);
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if (context is not ISkiaDrawingContextImpl skiaDrawingContextImpl)
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{
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return;
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}
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var imageInfo = new SKImageInfo((int)_control.RenderSize.Width, (int)_control.RenderSize.Height, SKColorType.Rgba8888);
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var glInfo = new GRGlFramebufferInfo((uint)_framebuffer, SKColorType.Rgba8888.ToGlSizedFormat());
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GL.WaitSync(fence, WaitSyncFlags.None, ulong.MaxValue);
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using var backendTexture = new GRBackendRenderTarget(imageInfo.Width, imageInfo.Height, 1, 0, glInfo);
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using var surface = SKSurface.Create(skiaDrawingContextImpl.GrContext, backendTexture, GRSurfaceOrigin.BottomLeft, SKColorType.Rgba8888);
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if (surface == null)
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{
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return;
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}
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var rect = new Rect(new Point(), _control.RenderSize);
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using var snapshot = surface.Snapshot();
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skiaDrawingContextImpl.SkCanvas.DrawImage(snapshot, rect.ToSKRect(), _control.Bounds.ToSKRect(), new SKPaint());
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}
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}
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}
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}
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