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 SetupOpenGLAttributes(bool sharedContext, GraphicsDebugLevel debugLevel)
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_FLAGS, debugLevel != GraphicsDebugLevel.None ? (int)SDL_GLcontext.SDL_GL_CONTEXT_DEBUG_FLAG : 0);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, sharedContext ? 1 : 0);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STENCIL_SIZE, 0);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1);
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 IntPtr _context;
private IntPtr _window;
private 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());
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 0);
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 GraphicsDebugLevel _glLogLevel;
private SDL2OpenGLContext _openGLContext;
public OpenGLWindow(InputManager inputManager, GraphicsDebugLevel glLogLevel, AspectRatio aspectRatio, bool enableMouse) : base(inputManager, glLogLevel, aspectRatio, enableMouse)
_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);
SDL_GL_SetSwapInterval(1);
if (context == IntPtr.Zero)
// 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(0);
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.
Device.DisposeGpu();
// Unbind context and destroy everything
SDL_GL_MakeCurrent(WindowHandle, IntPtr.Zero);
_openGLContext.Dispose();
protected override void SwapBuffers(object image)
if ((int)image != 0)
// The game's framebruffer is already bound, so blit it to the window's backbuffer
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, 0);
GL.ClearColor(0, 0, 0, 1);
GL.BlitFramebuffer(0,
0,
Width,
Height,
ClearBufferMask.ColorBufferBit,
BlitFramebufferFilter.Linear);
SDL_GL_SwapWindow(WindowHandle);