mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-23 22:45:46 +00:00
951700fdd8
* Removed unused usings. * Added back using, now that it's used. * Removed extra whitespace.
155 lines
4.8 KiB
C#
155 lines
4.8 KiB
C#
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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((OpenGLRenderer)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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WindowWidth,
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WindowHeight,
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0,
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0,
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WindowWidth,
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WindowHeight,
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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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protected override string GetGpuBackendName()
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{
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return "OpenGL";
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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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