Prepare frontend for multiple graphics APIs (#6347)
* externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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99 changed files with 3165 additions and 4501 deletions
152
src/citra/emu_window/emu_window_sdl2_gl.cpp
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152
src/citra/emu_window/emu_window_sdl2_gl.cpp
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// Copyright 2023 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cstdlib>
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#include <string>
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#define SDL_MAIN_HANDLED
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#include <SDL.h>
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#include <glad/glad.h>
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#include "citra/emu_window/emu_window_sdl2_gl.h"
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#include "common/scm_rev.h"
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#include "video_core/renderer_base.h"
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#include "video_core/video_core.h"
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class SDLGLContext : public Frontend::GraphicsContext {
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public:
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using SDL_GLContext = void*;
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SDLGLContext() {
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window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
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SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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context = SDL_GL_CreateContext(window);
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}
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~SDLGLContext() override {
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SDL_GL_DeleteContext(context);
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SDL_DestroyWindow(window);
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}
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void MakeCurrent() override {
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SDL_GL_MakeCurrent(window, context);
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}
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void DoneCurrent() override {
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SDL_GL_MakeCurrent(window, nullptr);
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}
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private:
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SDL_Window* window;
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SDL_GLContext context;
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};
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EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen, bool is_secondary)
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: EmuWindow_SDL2{is_secondary} {
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// Initialize the window
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if (Settings::values.use_gles) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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} else {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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}
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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// Enable context sharing for the shared context
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SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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// Enable vsync
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SDL_GL_SetSwapInterval(1);
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// Enable debug context
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if (Settings::values.renderer_debug) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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}
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std::string window_title = fmt::format("Citra {} | {}-{}", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc);
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render_window =
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SDL_CreateWindow(window_title.c_str(),
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SDL_WINDOWPOS_UNDEFINED, // x position
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SDL_WINDOWPOS_UNDEFINED, // y position
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Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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if (render_window == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 window: {}", SDL_GetError());
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exit(1);
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}
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dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
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SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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if (fullscreen) {
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Fullscreen();
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}
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window_context = SDL_GL_CreateContext(render_window);
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core_context = CreateSharedContext();
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last_saved_context = nullptr;
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if (window_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
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exit(1);
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}
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if (core_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
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exit(1);
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}
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render_window_id = SDL_GetWindowID(render_window);
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auto gl_load_func = Settings::values.use_gles ? gladLoadGLES2Loader : gladLoadGLLoader;
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if (!gl_load_func(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
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LOG_CRITICAL(Frontend, "Failed to initialize GL functions: {}", SDL_GetError());
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exit(1);
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}
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OnResize();
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OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
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SDL_PumpEvents();
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}
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EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
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core_context.reset();
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SDL_DestroyWindow(render_window);
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SDL_GL_DeleteContext(window_context);
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}
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std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
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return std::make_unique<SDLGLContext>();
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}
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void EmuWindow_SDL2_GL::MakeCurrent() {
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core_context->MakeCurrent();
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}
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void EmuWindow_SDL2_GL::DoneCurrent() {
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core_context->DoneCurrent();
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}
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void EmuWindow_SDL2_GL::SaveContext() {
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last_saved_context = SDL_GL_GetCurrentContext();
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}
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void EmuWindow_SDL2_GL::RestoreContext() {
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SDL_GL_MakeCurrent(render_window, last_saved_context);
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}
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void EmuWindow_SDL2_GL::Present() {
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SDL_GL_MakeCurrent(render_window, window_context);
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SDL_GL_SetSwapInterval(1);
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while (IsOpen()) {
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VideoCore::g_renderer->TryPresent(100, is_secondary);
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SDL_GL_SwapWindow(render_window);
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}
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SDL_GL_MakeCurrent(render_window, nullptr);
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}
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