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
127
src/citra/emu_window/emu_window_sdl2_sw.cpp
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src/citra/emu_window/emu_window_sdl2_sw.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 <SDL_rect.h>
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#include "citra/emu_window/emu_window_sdl2_sw.h"
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#include "common/color.h"
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#include "common/scm_rev.h"
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#include "core/frontend/emu_window.h"
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#include "core/hw/gpu.h"
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#include "core/memory.h"
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#include "video_core/video_core.h"
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class DummyContext : public Frontend::GraphicsContext {};
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EmuWindow_SDL2_SW::EmuWindow_SDL2_SW(bool fullscreen, bool is_secondary)
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: EmuWindow_SDL2{is_secondary} {
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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_SHOWN);
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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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window_surface = SDL_GetWindowSurface(render_window);
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renderer = SDL_CreateSoftwareRenderer(window_surface);
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if (fullscreen) {
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Fullscreen();
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}
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render_window_id = SDL_GetWindowID(render_window);
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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_SW::~EmuWindow_SDL2_SW() {
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(render_window);
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}
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std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2_SW::CreateSharedContext() const {
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return std::make_unique<DummyContext>();
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}
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void EmuWindow_SDL2_SW::Present() {
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const auto layout{Layout::DefaultFrameLayout(
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Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight, false, false)};
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while (IsOpen()) {
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SDL_SetRenderDrawColor(renderer, Settings::values.bg_red.GetValue() * 255,
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Settings::values.bg_green.GetValue() * 255,
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Settings::values.bg_blue.GetValue() * 255, 0xFF);
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SDL_RenderClear(renderer);
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const auto draw_screen = [&](int fb_id) {
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const auto dst_rect = fb_id == 0 ? layout.top_screen : layout.bottom_screen;
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SDL_Rect sdl_rect{static_cast<int>(dst_rect.left), static_cast<int>(dst_rect.top),
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static_cast<int>(dst_rect.GetWidth()),
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static_cast<int>(dst_rect.GetHeight())};
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SDL_Surface* screen = LoadFramebuffer(fb_id);
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SDL_BlitSurface(screen, nullptr, window_surface, &sdl_rect);
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SDL_FreeSurface(screen);
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};
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draw_screen(0);
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draw_screen(1);
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SDL_RenderPresent(renderer);
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SDL_UpdateWindowSurface(render_window);
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}
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}
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SDL_Surface* EmuWindow_SDL2_SW::LoadFramebuffer(int fb_id) {
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const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
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const PAddr framebuffer_addr =
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framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2;
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Memory::RasterizerFlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
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const u8* framebuffer_data = VideoCore::g_memory->GetPhysicalPointer(framebuffer_addr);
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const int width = framebuffer.height;
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const int height = framebuffer.width;
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const int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
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SDL_Surface* surface =
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SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, SDL_PIXELFORMAT_ABGR8888);
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SDL_LockSurface(surface);
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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const u8* pixel = framebuffer_data + (x * height + height - y) * bpp;
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const Common::Vec4 color = [&] {
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switch (framebuffer.color_format) {
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case GPU::Regs::PixelFormat::RGBA8:
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return Common::Color::DecodeRGBA8(pixel);
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case GPU::Regs::PixelFormat::RGB8:
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return Common::Color::DecodeRGB8(pixel);
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case GPU::Regs::PixelFormat::RGB565:
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return Common::Color::DecodeRGB565(pixel);
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case GPU::Regs::PixelFormat::RGB5A1:
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return Common::Color::DecodeRGB5A1(pixel);
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case GPU::Regs::PixelFormat::RGBA4:
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return Common::Color::DecodeRGBA4(pixel);
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}
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}();
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u8* dst_pixel = reinterpret_cast<u8*>(surface->pixels) + (y * width + x) * 4;
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std::memcpy(dst_pixel, color.AsArray(), sizeof(color));
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}
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}
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SDL_UnlockSurface(surface);
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return surface;
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}
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