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ryujinx-final/Ryujinx/Ui/GLRenderer.cs
Emmanuel Hansen 6f0395538b
Avalonia - Use embedded window for avalonia (#3674)
* wip

* use embedded window

* fix race condition on opengl Windows

* fix glx issues on prime nvidia

* fix mouse support win32

* clean up

* addressed review

* addressed review

* fix warnings

* fix sotware keyboard dialog

* Update Ryujinx.Ava/Ui/Applet/SwkbdAppletDialog.axaml.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* remove double semi

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-09-19 15:05:26 -03:00

135 lines
4.1 KiB
C#

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);
[DllImport("libgdk-3.so.0")]
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));
_openGLContext.MakeCurrent(_nativeWindow);
GL.ClearColor(0, 0, 0, 1.0f);
GL.Clear(ClearBufferMask.ColorBufferBit);
SwapBuffers();
}
public override void SwapBuffers()
{
_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
try
{
_openGLContext?.MakeCurrent(null);
}
catch (Exception) { }
_openGLContext.Dispose();
}
}
}