forked from Mirror/Ryujinx
6cb22c9d38
* openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
202 lines
5.6 KiB
C#
202 lines
5.6 KiB
C#
using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Image;
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using Ryujinx.Graphics.OpenGL.Queries;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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public sealed class Renderer : IRenderer
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{
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private readonly Pipeline _pipeline;
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public IPipeline Pipeline => _pipeline;
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private readonly Counters _counters;
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private readonly Window _window;
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public IWindow Window => _window;
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private TextureCopy _textureCopy;
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private TextureCopy _backgroundTextureCopy;
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internal TextureCopy TextureCopy => BackgroundContextWorker.InBackground ? _backgroundTextureCopy : _textureCopy;
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private Sync _sync;
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internal ResourcePool ResourcePool { get; }
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internal int BufferCount { get; private set; }
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public string GpuVendor { get; private set; }
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public string GpuRenderer { get; private set; }
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public string GpuVersion { get; private set; }
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public Renderer()
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{
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_pipeline = new Pipeline();
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_counters = new Counters();
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_window = new Window(this);
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_textureCopy = new TextureCopy(this);
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_backgroundTextureCopy = new TextureCopy(this);
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_sync = new Sync();
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ResourcePool = new ResourcePool();
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}
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public IShader CompileShader(ShaderStage stage, string code)
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{
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return new Shader(stage, code);
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}
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public BufferHandle CreateBuffer(int size)
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{
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BufferCount++;
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return Buffer.Create(size);
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}
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public IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
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{
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return new Program(shaders, transformFeedbackDescriptors);
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}
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public ISampler CreateSampler(SamplerCreateInfo info)
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{
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return new Sampler(info);
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}
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public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
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{
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if (info.Target == Target.TextureBuffer)
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{
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return new TextureBuffer(this, info);
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}
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else
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{
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return ResourcePool.GetTextureOrNull(info, scaleFactor) ?? new TextureStorage(this, info, scaleFactor).CreateDefaultView();
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}
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}
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public void DeleteBuffer(BufferHandle buffer)
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{
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Buffer.Delete(buffer);
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}
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public byte[] GetBufferData(BufferHandle buffer, int offset, int size)
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{
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return Buffer.GetData(buffer, offset, size);
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}
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public Capabilities GetCapabilities()
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{
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return new Capabilities(
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HwCapabilities.SupportsAstcCompression,
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HwCapabilities.SupportsImageLoadFormatted,
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HwCapabilities.SupportsNonConstantTextureOffset,
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HwCapabilities.SupportsViewportSwizzle,
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HwCapabilities.MaximumComputeSharedMemorySize,
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HwCapabilities.MaximumSupportedAnisotropy,
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HwCapabilities.StorageBufferOffsetAlignment);
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}
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public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
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{
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Buffer.SetData(buffer, offset, data);
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}
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public void UpdateCounters()
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{
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_counters.Update();
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}
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public void PreFrame()
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{
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_sync.Cleanup();
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ResourcePool.Tick();
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}
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public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler)
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{
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return _counters.QueueReport(type, resultHandler, _pipeline.DrawCount);
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}
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public void Initialize(GraphicsDebugLevel glLogLevel)
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{
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Debugger.Initialize(glLogLevel);
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PrintGpuInformation();
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_counters.Initialize();
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}
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private void PrintGpuInformation()
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{
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GpuVendor = GL.GetString(StringName.Vendor);
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GpuRenderer = GL.GetString(StringName.Renderer);
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GpuVersion = GL.GetString(StringName.Version);
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Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
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}
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public void ResetCounter(CounterType type)
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{
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_counters.QueueReset(type);
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}
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public void BackgroundContextAction(Action action)
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{
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if (IOpenGLContext.HasContext())
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{
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action(); // We have a context already - use that (assuming it is the main one).
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}
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else
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{
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_window.BackgroundContext.Invoke(action);
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}
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}
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public void InitializeBackgroundContext(IOpenGLContext baseContext)
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{
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_window.InitializeBackgroundContext(baseContext);
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}
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public void Dispose()
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{
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_textureCopy.Dispose();
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_backgroundTextureCopy.Dispose();
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ResourcePool.Dispose();
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_pipeline.Dispose();
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_window.Dispose();
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_counters.Dispose();
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_sync.Dispose();
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}
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public IProgram LoadProgramBinary(byte[] programBinary)
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{
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Program program = new Program(programBinary);
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if (program.IsLinked)
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{
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return program;
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}
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program.Dispose();
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return null;
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}
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public void CreateSync(ulong id)
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{
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_sync.Create(id);
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}
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public void WaitSync(ulong id)
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{
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_sync.Wait(id);
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}
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}
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}
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