citra-nightly/src/citra/emu_window/emu_window_sdl2_gl.cpp

166 lines
5.6 KiB
C++

// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <cstdlib>
#include <string>
#define SDL_MAIN_HANDLED
#include <SDL.h>
#include <glad/glad.h>
#include "citra/emu_window/emu_window_sdl2_gl.h"
#include "common/scm_rev.h"
#include "common/settings.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
class SDLGLContext : public Frontend::GraphicsContext {
public:
using SDL_GLContext = void*;
SDLGLContext() {
window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
}
~SDLGLContext() override {
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
void MakeCurrent() override {
SDL_GL_MakeCurrent(window, context);
}
void DoneCurrent() override {
SDL_GL_MakeCurrent(window, nullptr);
}
private:
SDL_Window* window;
SDL_GLContext context;
};
static SDL_Window* CreateGLWindow(const std::string& window_title, bool gles) {
if (gles) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
} else {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
}
return SDL_CreateWindow(window_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
Core::kScreenTopWidth,
Core::kScreenTopHeight + Core::kScreenBottomHeight,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
}
EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(Core::System& system_, bool fullscreen, bool is_secondary)
: EmuWindow_SDL2{system_, is_secondary} {
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
// Enable context sharing for the shared context
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
// Enable vsync
SDL_GL_SetSwapInterval(1);
// Enable debug context
if (Settings::values.renderer_debug) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
}
std::string window_title = fmt::format("Citra {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
// First, try to create a context with the requested type.
render_window = CreateGLWindow(window_title, Settings::values.use_gles.GetValue());
if (render_window == nullptr) {
// On failure, fall back to context with flipped type.
render_window = CreateGLWindow(window_title, !Settings::values.use_gles.GetValue());
if (render_window == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 window: {}", SDL_GetError());
exit(1);
}
}
strict_context_required = std::strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0;
dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
if (fullscreen) {
Fullscreen();
}
window_context = SDL_GL_CreateContext(render_window);
core_context = CreateSharedContext();
last_saved_context = nullptr;
if (window_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
exit(1);
}
if (core_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
exit(1);
}
render_window_id = SDL_GetWindowID(render_window);
int profile_mask = 0;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
auto gl_load_func =
profile_mask == SDL_GL_CONTEXT_PROFILE_ES ? gladLoadGLES2Loader : gladLoadGLLoader;
if (!gl_load_func(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
LOG_CRITICAL(Frontend, "Failed to initialize GL functions: {}", SDL_GetError());
exit(1);
}
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
}
EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
core_context.reset();
SDL_DestroyWindow(render_window);
SDL_GL_DeleteContext(window_context);
}
std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
return std::make_unique<SDLGLContext>();
}
void EmuWindow_SDL2_GL::MakeCurrent() {
core_context->MakeCurrent();
}
void EmuWindow_SDL2_GL::DoneCurrent() {
core_context->DoneCurrent();
}
void EmuWindow_SDL2_GL::SaveContext() {
last_saved_context = SDL_GL_GetCurrentContext();
}
void EmuWindow_SDL2_GL::RestoreContext() {
SDL_GL_MakeCurrent(render_window, last_saved_context);
}
void EmuWindow_SDL2_GL::Present() {
SDL_GL_MakeCurrent(render_window, window_context);
SDL_GL_SetSwapInterval(1);
while (IsOpen()) {
VideoCore::g_renderer->TryPresent(100, is_secondary);
SDL_GL_SwapWindow(render_window);
}
SDL_GL_MakeCurrent(render_window, nullptr);
}