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authorMary <me@thog.eu>2021-04-14 12:28:43 +0200
committerGitHub <noreply@github.com>2021-04-14 12:28:43 +0200
commit6cb22c9d38622225f9f787f483bd73369774cf77 (patch)
tree715a40903ceab05546f7392e5b0f429de75bdd02 /Ryujinx.Graphics.OpenGL
parent978b69b706fc085d66b01e2dd27ef6d4acebf335 (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.cs29
-rw-r--r--Ryujinx.Graphics.OpenGL/Helper/GLXHelper.cs36
-rw-r--r--Ryujinx.Graphics.OpenGL/Helper/WGLHelper.cs15
-rw-r--r--Ryujinx.Graphics.OpenGL/IOpenGLContext.cs27
-rw-r--r--Ryujinx.Graphics.OpenGL/Renderer.cs4
-rw-r--r--Ryujinx.Graphics.OpenGL/Ryujinx.Graphics.OpenGL.csproj2
-rw-r--r--Ryujinx.Graphics.OpenGL/Window.cs4
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);
}