R/Ryujinx/Ui/GLRenderer.cs
Isaac Marovitz 0fbcd630bc
Replace DllImport usage with LibraryImport (#4084)
* Replace usage of `DllImport` with `LibraryImport`

* Mark methods as `partial`

* Marshalling

* More `partial` & marshalling

* More `partial` and marshalling

* More partial and marshalling

* Update GdiPlusHelper to LibraryImport

* Unicorn

* More Partial

* Marshal

* Specify EntryPoint

* Specify EntryPoint

* Change GlobalMemoryStatusEx to LibraryImport

* Change RegisterClassEx to LibraryImport

* Define EntryPoints

* Update Ryujinx.Ava/Ui/Controls/Win32NativeInterop.cs

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Update Ryujinx.Graphics.Nvdec.FFmpeg/Native/FFmpegApi.cs

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Move return mashal

* Remove calling convention specification

* Remove calling conventions

* Update Ryujinx.Common/SystemInfo/WindowsSystemInfo.cs

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Update Ryujinx/Modules/Updater/Updater.cs

Co-authored-by: Mary-nyan <thog@protonmail.com>

* Update Ryujinx.Ava/Modules/Updater/Updater.cs

Co-authored-by: Mary-nyan <thog@protonmail.com>

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
Co-authored-by: Mary-nyan <thog@protonmail.com>
2022-12-15 18:07:31 +01:00

135 lines
4.2 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 partial 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();
}
[LibraryImport("libgdk-3-0.dll")]
private static partial IntPtr gdk_win32_window_get_handle(IntPtr d);
[LibraryImport("libgdk-3.so.0")]
private static partial IntPtr gdk_x11_display_get_xdisplay(IntPtr gdkDisplay);
[LibraryImport("libgdk-3.so.0")]
private static partial 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();
}
}
}