diff options
| author | Mary <me@thog.eu> | 2021-04-14 12:28:43 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-04-14 12:28:43 +0200 |
| commit | 6cb22c9d38622225f9f787f483bd73369774cf77 (patch) | |
| tree | 715a40903ceab05546f7392e5b0f429de75bdd02 /Ryujinx.Graphics.OpenGL | |
| parent | 978b69b706fc085d66b01e2dd27ef6d4acebf335 (diff) | |
Miria: The Death of OpenTK 3 (#2194)
* 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
Diffstat (limited to 'Ryujinx.Graphics.OpenGL')
| -rw-r--r-- | Ryujinx.Graphics.OpenGL/BackgroundContextWorker.cs | 29 | ||||
| -rw-r--r-- | Ryujinx.Graphics.OpenGL/Helper/GLXHelper.cs | 36 | ||||
| -rw-r--r-- | Ryujinx.Graphics.OpenGL/Helper/WGLHelper.cs | 15 | ||||
| -rw-r--r-- | Ryujinx.Graphics.OpenGL/IOpenGLContext.cs | 27 | ||||
| -rw-r--r-- | Ryujinx.Graphics.OpenGL/Renderer.cs | 4 | ||||
| -rw-r--r-- | Ryujinx.Graphics.OpenGL/Ryujinx.Graphics.OpenGL.csproj | 2 | ||||
| -rw-r--r-- | Ryujinx.Graphics.OpenGL/Window.cs | 4 |
7 files changed, 92 insertions, 25 deletions
diff --git a/Ryujinx.Graphics.OpenGL/BackgroundContextWorker.cs b/Ryujinx.Graphics.OpenGL/BackgroundContextWorker.cs index d56951a7..f942037c 100644 --- a/Ryujinx.Graphics.OpenGL/BackgroundContextWorker.cs +++ b/Ryujinx.Graphics.OpenGL/BackgroundContextWorker.cs @@ -1,37 +1,24 @@ -using OpenTK; -using OpenTK.Graphics; -using Ryujinx.Common; +using Ryujinx.Common; using System; using System.Collections.Generic; using System.Threading; namespace Ryujinx.Graphics.OpenGL { - class BackgroundContextWorker : IDisposable + unsafe class BackgroundContextWorker : IDisposable { [ThreadStatic] public static bool InBackground; - - private GameWindow _window; - private GraphicsContext _context; private Thread _thread; private bool _running; private AutoResetEvent _signal; private Queue<Action> _work; private ObjectPool<ManualResetEventSlim> _invokePool; + private readonly IOpenGLContext _backgroundContext; - public BackgroundContextWorker(IGraphicsContext baseContext) + public BackgroundContextWorker(IOpenGLContext backgroundContext) { - _window = new GameWindow( - 100, 100, GraphicsMode.Default, - "Background Window", OpenTK.GameWindowFlags.FixedWindow, OpenTK.DisplayDevice.Default, - 3, 3, GraphicsContextFlags.ForwardCompatible, baseContext, false); - - _window.Visible = false; - _context = (GraphicsContext)_window.Context; - _context.MakeCurrent(null); - _running = true; _signal = new AutoResetEvent(false); @@ -40,12 +27,14 @@ namespace Ryujinx.Graphics.OpenGL _thread = new Thread(Run); _thread.Start(); + _backgroundContext = backgroundContext; } private void Run() { InBackground = true; - _context.MakeCurrent(_window.WindowInfo); + + _backgroundContext.MakeCurrent(); while (_running) { @@ -66,7 +55,7 @@ namespace Ryujinx.Graphics.OpenGL } } - _window.Dispose(); + _backgroundContext.Dispose(); } public void Invoke(Action action) @@ -99,4 +88,4 @@ namespace Ryujinx.Graphics.OpenGL _signal.Dispose(); } } -} +}
\ No newline at end of file diff --git a/Ryujinx.Graphics.OpenGL/Helper/GLXHelper.cs b/Ryujinx.Graphics.OpenGL/Helper/GLXHelper.cs new file mode 100644 index 00000000..7cc39708 --- /dev/null +++ b/Ryujinx.Graphics.OpenGL/Helper/GLXHelper.cs @@ -0,0 +1,36 @@ +using System; +using System.Runtime.InteropServices; +using System.Runtime.Versioning; + +namespace Ryujinx.Graphics.OpenGL.Helper +{ + [SupportedOSPlatform("linux")] + internal static class GLXHelper + { + private const string LibraryName = "glx.dll"; + + static GLXHelper() + { + NativeLibrary.SetDllImportResolver(typeof(GLXHelper).Assembly, (name, assembly, path) => + { + if (name != LibraryName) + { + return IntPtr.Zero; + } + + if (!NativeLibrary.TryLoad("libGL.so.1", assembly, path, out IntPtr result)) + { + if (!NativeLibrary.TryLoad("libGL.so", assembly, path, out result)) + { + return IntPtr.Zero; + } + } + + return result; + }); + } + + [DllImport(LibraryName, EntryPoint = "glXGetCurrentContext")] + public static extern IntPtr GetCurrentContext(); + } +} diff --git a/Ryujinx.Graphics.OpenGL/Helper/WGLHelper.cs b/Ryujinx.Graphics.OpenGL/Helper/WGLHelper.cs new file mode 100644 index 00000000..b37134eb --- /dev/null +++ b/Ryujinx.Graphics.OpenGL/Helper/WGLHelper.cs @@ -0,0 +1,15 @@ +using System; +using System.Runtime.InteropServices; +using System.Runtime.Versioning; + +namespace Ryujinx.Graphics.OpenGL.Helper +{ + [SupportedOSPlatform("windows")] + internal static class WGLHelper + { + private const string LibraryName = "OPENGL32.DLL"; + + [DllImport(LibraryName, EntryPoint = "wglGetCurrentContext")] + public extern static IntPtr GetCurrentContext(); + } +} diff --git a/Ryujinx.Graphics.OpenGL/IOpenGLContext.cs b/Ryujinx.Graphics.OpenGL/IOpenGLContext.cs new file mode 100644 index 00000000..b1f6d72d --- /dev/null +++ b/Ryujinx.Graphics.OpenGL/IOpenGLContext.cs @@ -0,0 +1,27 @@ +using Ryujinx.Graphics.OpenGL.Helper; +using System; + +namespace Ryujinx.Graphics.OpenGL +{ + public interface IOpenGLContext : IDisposable + { + void MakeCurrent(); + + // TODO: Support more APIs per platform. + static bool HasContext() + { + if (OperatingSystem.IsWindows()) + { + return WGLHelper.GetCurrentContext() != IntPtr.Zero; + } + else if (OperatingSystem.IsLinux()) + { + return GLXHelper.GetCurrentContext() != IntPtr.Zero; + } + else + { + return false; + } + } + } +} diff --git a/Ryujinx.Graphics.OpenGL/Renderer.cs b/Ryujinx.Graphics.OpenGL/Renderer.cs index c3d08309..cc8fa195 100644 --- a/Ryujinx.Graphics.OpenGL/Renderer.cs +++ b/Ryujinx.Graphics.OpenGL/Renderer.cs @@ -149,7 +149,7 @@ namespace Ryujinx.Graphics.OpenGL public void BackgroundContextAction(Action action) { - if (GraphicsContext.CurrentContext != null) + if (IOpenGLContext.HasContext()) { action(); // We have a context already - use that (assuming it is the main one). } @@ -159,7 +159,7 @@ namespace Ryujinx.Graphics.OpenGL } } - public void InitializeBackgroundContext(IGraphicsContext baseContext) + public void InitializeBackgroundContext(IOpenGLContext baseContext) { _window.InitializeBackgroundContext(baseContext); } diff --git a/Ryujinx.Graphics.OpenGL/Ryujinx.Graphics.OpenGL.csproj b/Ryujinx.Graphics.OpenGL/Ryujinx.Graphics.OpenGL.csproj index 5d28b4f3..aff59d97 100644 --- a/Ryujinx.Graphics.OpenGL/Ryujinx.Graphics.OpenGL.csproj +++ b/Ryujinx.Graphics.OpenGL/Ryujinx.Graphics.OpenGL.csproj @@ -6,7 +6,7 @@ </PropertyGroup> <ItemGroup> - <PackageReference Include="OpenTK.NetStandard" Version="1.0.5.32" /> + <PackageReference Include="OpenTK.Graphics" Version="4.5.0" /> </ItemGroup> <ItemGroup> diff --git a/Ryujinx.Graphics.OpenGL/Window.cs b/Ryujinx.Graphics.OpenGL/Window.cs index 80149bf7..5de2a645 100644 --- a/Ryujinx.Graphics.OpenGL/Window.cs +++ b/Ryujinx.Graphics.OpenGL/Window.cs @@ -125,7 +125,7 @@ namespace Ryujinx.Graphics.OpenGL // Remove Alpha channel GL.ColorMask(drawFramebuffer, false, false, false, true); - GL.ClearBuffer(ClearBuffer.Color, 0, new float[] { 0.0f, 0.0f, 0.0f, 1.0f }); + GL.ClearBuffer(ClearBuffer.Color, drawFramebuffer, new float[] { 0.0f, 0.0f, 0.0f, 1.0f }); GL.ColorMask(drawFramebuffer, oldFramebufferColorWritemask[0], oldFramebufferColorWritemask[1], @@ -158,7 +158,7 @@ namespace Ryujinx.Graphics.OpenGL return handle; } - public void InitializeBackgroundContext(IGraphicsContext baseContext) + public void InitializeBackgroundContext(IOpenGLContext baseContext) { BackgroundContext = new BackgroundContextWorker(baseContext); } |
