RyuKen/Ryujinx/Ui/GLRenderer.cs
Emmanuel Hansen deb99d2cae
Avalonia UI - Part 1 (#3270)
* 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>
2022-05-15 13:30:15 +02:00

157 lines
4.9 KiB
C#

using Gdk;
using Gtk;
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.
((Renderer)Renderer).InitializeBackgroundContext(SPBOpenGLContext.CreateBackgroundContext(_openGLContext));
_openGLContext.MakeCurrent(_nativeWindow);
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.Clear(ClearBufferMask.ColorBufferBit);
GL.ClearColor(0, 0, 0, 1);
GL.BlitFramebuffer(0,
0,
AllocatedWidth,
AllocatedHeight,
0,
0,
AllocatedWidth,
AllocatedHeight,
ClearBufferMask.ColorBufferBit,
BlitFramebufferFilter.Linear);
}
_nativeWindow.SwapBuffers();
}
public override string GetGpuVendorName()
{
return ((Renderer)Renderer).GpuVendor;
}
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();
}
}
}