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>
157 lines
4.9 KiB
C#
157 lines
4.9 KiB
C#
using Gdk;
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using Gtk;
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Graphics.OpenGL;
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using Ryujinx.Input.HLE;
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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.Platform.GLX;
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using SPB.Platform.WGL;
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using SPB.Windowing;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Ui
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{
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public class GlRenderer : RendererWidgetBase
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{
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private GraphicsDebugLevel _glLogLevel;
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private bool _initializedOpenGL;
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private OpenGLContextBase _openGLContext;
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private SwappableNativeWindowBase _nativeWindow;
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public GlRenderer(InputManager inputManager, GraphicsDebugLevel glLogLevel) : base(inputManager, glLogLevel)
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{
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_glLogLevel = glLogLevel;
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}
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protected override bool OnDrawn(Cairo.Context cr)
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{
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if (!_initializedOpenGL)
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{
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IntializeOpenGL();
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}
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return true;
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}
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private void IntializeOpenGL()
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{
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_nativeWindow = RetrieveNativeWindow();
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Window.EnsureNative();
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_openGLContext = PlatformHelper.CreateOpenGLContext(GetGraphicsMode(), 3, 3, _glLogLevel == GraphicsDebugLevel.None ? OpenGLContextFlags.Compat : OpenGLContextFlags.Compat | OpenGLContextFlags.Debug);
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_openGLContext.Initialize(_nativeWindow);
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_openGLContext.MakeCurrent(_nativeWindow);
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// Release the GL exclusivity that SPB gave us as we aren't going to use it in GTK Thread.
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_openGLContext.MakeCurrent(null);
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WaitEvent.Set();
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_initializedOpenGL = true;
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}
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private SwappableNativeWindowBase RetrieveNativeWindow()
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{
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if (OperatingSystem.IsWindows())
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{
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IntPtr windowHandle = gdk_win32_window_get_handle(Window.Handle);
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return new WGLWindow(new NativeHandle(windowHandle));
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}
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else if (OperatingSystem.IsLinux())
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{
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IntPtr displayHandle = gdk_x11_display_get_xdisplay(Display.Handle);
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IntPtr windowHandle = gdk_x11_window_get_xid(Window.Handle);
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return new GLXWindow(new NativeHandle(displayHandle), new NativeHandle(windowHandle));
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}
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throw new NotImplementedException();
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}
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[DllImport("libgdk-3-0.dll")]
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private static extern IntPtr gdk_win32_window_get_handle(IntPtr d);
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[DllImport("libgdk-3.so.0")]
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private static extern IntPtr gdk_x11_display_get_xdisplay(IntPtr gdkDisplay);
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[DllImport("libgdk-3.so.0")]
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private static extern IntPtr gdk_x11_window_get_xid(IntPtr gdkWindow);
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private static FramebufferFormat GetGraphicsMode()
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{
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return Environment.OSVersion.Platform == PlatformID.Unix ? new FramebufferFormat(new ColorFormat(8, 8, 8, 0), 16, 0, ColorFormat.Zero, 0, 2, false) : FramebufferFormat.Default;
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}
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public override void InitializeRenderer()
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{
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// First take exclusivity on the OpenGL context.
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((Renderer)Renderer).InitializeBackgroundContext(SPBOpenGLContext.CreateBackgroundContext(_openGLContext));
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_openGLContext.MakeCurrent(_nativeWindow);
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GL.ClearColor(0, 0, 0, 1.0f);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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SwapBuffers(0);
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}
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public override void SwapBuffers(object image)
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{
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if((int)image != 0)
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{
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// The game's framebruffer is already bound, so blit it to the window's backbuffer
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, 0);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.ClearColor(0, 0, 0, 1);
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GL.BlitFramebuffer(0,
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0,
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AllocatedWidth,
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AllocatedHeight,
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0,
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0,
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AllocatedWidth,
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AllocatedHeight,
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ClearBufferMask.ColorBufferBit,
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BlitFramebufferFilter.Linear);
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}
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_nativeWindow.SwapBuffers();
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}
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public override string GetGpuVendorName()
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{
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return ((Renderer)Renderer).GpuVendor;
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}
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protected override void Dispose(bool disposing)
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{
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// Try to bind the OpenGL context before calling the shutdown event
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try
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{
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_openGLContext?.MakeCurrent(_nativeWindow);
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}
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catch (Exception) { }
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Device.DisposeGpu();
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NpadManager.Dispose();
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// Unbind context and destroy everything
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try
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{
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_openGLContext?.MakeCurrent(null);
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}
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catch (Exception) { }
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_openGLContext.Dispose();
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}
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}
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}
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