using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Configuration;
using Ryujinx.Graphics.OpenGL;
using Ryujinx.Input.HLE;
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.Runtime.InteropServices;
namespace Ryujinx.Ui
{
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 (OperatingSystem.IsWindows())
IntPtr windowHandle = gdk_win32_window_get_handle(Window.Handle);
return new WGLWindow(new NativeHandle(windowHandle));
else if (OperatingSystem.IsLinux())
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);
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.
((OpenGLRenderer)Renderer).InitializeBackgroundContext(SPBOpenGLContext.CreateBackgroundContext(_openGLContext));
GL.ClearColor(0, 0, 0, 1.0f);
GL.Clear(ClearBufferMask.ColorBufferBit);
SwapBuffers(0);
public 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,
WindowWidth,
WindowHeight,
ClearBufferMask.ColorBufferBit,
BlitFramebufferFilter.Linear);
_nativeWindow.SwapBuffers();
protected override string GetGpuBackendName()
return "OpenGL";
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
_openGLContext?.MakeCurrent(null);
_openGLContext.Dispose();