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path: root/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp
AgeCommit message (Collapse)Author
2022-06-10yuzu-cmd: ignore bogus timeous from SDLLiam
2022-05-23input_common: touch: Rewrite touch driver to support multiple touch pointsgerman77
2022-03-15emu_window_sdl2: Set window size to display dimensions for exclusive fullscreenlat9nq
Since SDL2 does not automatically resize the canvas when entering fullscreen mode, resize the window to desktop display dimensions.
2021-11-24yuzu_cmd: Use new inputgerman77
2021-08-08yuzu-cmd/CMakeLists: Correct attribution for this function.Fernando Sahmkow
2021-08-01yuzu-cmd: hide cursor when in fullscreensan
Exposed the SDL_ShowCursor function to EmuWindow baseclass. When creating the window (GL or VK) in fullscreen it now automatically hides the cursor.
2021-07-30emu_window: Remove global system instancelat9nq
It was just the one in emu_window_sdl2, but since _gl and _vk inherit from it, they all needed adjustments. Leaves just the one auto system& in main().
2021-07-23general: Implement FullscreenMode enumerationlat9nq
Prevents us from using an unclear 0 or 1 to describe the fullscreen mode.
2021-07-21yuzu_cmd: Make use of fullscreen_mode settinglat9nq
Reverts 48259de0c1a6a1aca77eec31cb8aca5ca2b680dd to the previous hierarchy and fixes the resolution issue with this fullscreen mode. yuzu-cmd will now read the fullscreen_mode setting and use it appropriately.
2021-07-21yuzu-cmd: Fullscreen Improvements (#6656)san
* emu_window_sdl2_vk: Use the generated SDL config On Linux, due to the way we include SDL2 as a submodule, it makes it difficult for us to specify which SDL_config.h we intended to include. Before, CMake would default to the dummy one included with SDL and ignore the generated one. This tells CMake to use the generated one. In addition, we define USING_GENERATED_CONFIG_H to throw an error in case the dummy config is used by accident. Fixes Vulkan not working on Linux yuzu-cmd. * emu_window_sdl2_vk: Specify the window manager if it should be supported The original language "not implemented" is wrong if the implementation exists but is not compiled. This causes a bit of a debugging headache when it goes wrong. Log it if the window manager is known before exiting. * sdl_impl, emu_window: Remove clang ignore Fixed upstream by libsdl-org/SDL@25fc40b0bd44c484051064bc6b945ea9943f88dd * Enable fullscreen support for Vulkan on yuzu-cmd Hooked up the existing SDL2 logic for fullscreen support in the Vulkan window of yuzu-cmd. * Change fullscreen logic to attempt desktop resolution first on yuzu-cmd Changed the order in which we attempt to switch to fullscreen. First try desktop resolution first, if it fails fall back to streched fullscreen using windowed resolution. Co-authored-by: lat9nq <22451773+lat9nq@users.noreply.github.com> Co-authored-by: san <san+gitkraken@smederijmerlijn.nl>
2021-07-16sdl_impl, emu_window: Remove clang ignorelat9nq
Fixed upstream by libsdl-org/SDL@25fc40b0bd44c484051064bc6b945ea9943f88dd
2021-05-15perf_stats: Rework FPS counter to be more accurateameerj
The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case. This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics. The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values. The status bar update frequency was also changed from 2 seconds to 500ms.
2021-04-23emu_window: unsigned -> u32Lioncash
This is more concise and consistent with the rest of the codebase.
2021-04-18general: Ignore implicit-fallthrough for SDL.hlat9nq
SDL 2.0.14 introduces an incompatibility with Clang, causing it to trigger -Wimplicit-fallthrough even though it is marked. Ignore it for now, with a comment mentioning why this is needed.
2021-02-27inputCommon: Mouse fixesgerman77
2021-02-14yuzu: Various frontend improvements to avoid crashes and improve experience ↵bunnei
on Linux.
2021-02-07Add mouse panninggerman
2021-01-15Add mutitouch support for touch screensgerman
2020-11-29Merge pull request #4939 from german77/MouseInputbunnei
InputCommon: Implement full mouse support
2020-11-25Implement full mouse supportgerman
2020-11-23Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off ↵comex
main thread EmuWindow::PollEvents was called from the GPU thread (or the CPU thread in sync-GPU mode) when swapping buffers. It had three implementations: - In GRenderWindow, it didn't actually poll events, just set a flag and emit a signal to indicate that a frame was displayed. - In EmuWindow_SDL2_Hide, it did nothing. - In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong because SDL_PollEvents is supposed to be called on the thread that set up video - in this case, the main thread, which was sleeping in a busyloop (regardless of whether sync-GPU was enabled). On macOS this causes a crash. To fix this: - Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a default implementation that does nothing. - In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have the main thread call SDL_WaitEvent in a loop.
2020-09-20renderer_opengl: Remove emulated mailbox presentationReinUsesLisp
Emulated mailbox presentation was causing performance issues on Nvidia's OpenGL driver. Remove it.
2020-08-27input_common: Eliminate most global stateLioncash
Abstracts most of the input mechanisms under an InputSubsystem class that is managed by the frontends, eliminating any static constructors and destructors. This gets rid of global accessor functions and also allows the frontends to have a more fine-grained control over the lifecycle of the input subsystem. This also makes it explicit which interfaces rely on the input subsystem instead of making it opaque in the interface functions. All that remains to migrate over is the factories, which can be done in a separate change.
2020-04-23Fix format error in performance statisticsH27CK
Formatting
2020-02-25frontend: sdl2: emu_window: Implement separate presentation thread.bunnei
2020-01-29yuzu: Implement Vulkan frontendReinUsesLisp
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
2019-10-04SDL: Fix missing headerFernando Sahmkow
This fixes linux and mingw builds.
2019-09-22Add FPS to SDL title barjroweboy
Also fix a small issue with incorrect shutdown ordering in SDL. Previously the system would still be running so the telemetry task didn't launch and detached_tasks would assert(count == 0)
2019-05-26emu_window: Pass OnMinimalClientAreaChangeRequest argument by copyReinUsesLisp
There's no performance improvement in passing an unsigned pair by reference.
2019-05-25yuzu_cmd: Split emu_window OpenGL implementation into its own fileReinUsesLisp
2019-05-17yuzu_cmd: Use OpenGL compat when asked in the settingsReinUsesLisp
2019-04-13Merge pull request #2017 from jroweboy/glwidgetbunnei
Frontend: Migrate to QOpenGLWindow and support shared contexts
2019-03-02Input: Remove global variables from SDL InputJames Rowe
Changes the interface as well to remove any unique methods that frontends needed to call such as StartJoystickEventHandler by conditionally starting the polling thread only if the frontend hasn't started it already. Additionally, moves all global state into a single SDLState class in order to guarantee that the destructors are called in the proper order
2019-01-22citra_qt: Log settings on launchzhupengfei
2019-01-21SDL Frontend: Add shared context supportJames Rowe
2018-11-28gl_rasterizer: Remove extension booleansReinUsesLisp
2018-11-21Removed pre 4.3 ARB extensionsFernandoS27
2018-11-21Update OpenGL's backend version from 3.3 to 4.3FernandoS27
2018-10-09implemented touch in Qt and SDLNeatNit
change TouchToPixelPos to return std::pair<int, int> static_cast (SDL) various minor style and code improvements style - PascalCase for function names made touch events private const pointer arg in touch events make TouchToPixelPos a const member function did I do this right? braces on barely-multiline if remove question comment (confirmed in Discord) fixed consts remove unused parameter from TouchEndEvent DRY - High-DPI scaled touch put in separate function also fixes a bug where if you start touching (with either mouse or touchscreen) and drag the mouse to the LEFT of the emulator window, the touch point jumps to the RIGHT side of the touchscreen; draggin to above the window would make it jump to the bottom. implicit conversion from QPoint to QPointF, apparently I have no idea what const even means but I'll put it here anyway remove unused or used-once variables make touch scaling functions const, and put their implementations together removed unused FingerID parameters QTouchEvent forward declaration; add comment to TouchBegin that was lost in an edit better DRY in SDL To do -> TODO(NeatNit) remove unused include
2018-10-06yuzu/yuzu_cmd: Add checks for required extension ARB_copy_image.bunnei
2018-09-12Use ARB_multi_bind for uniform buffers (#1287)ReinUsesLisp
* gl_rasterizer: use ARB_multi_bind for uniform buffers * address feedback
2018-09-11gl_rasterizer: Use ARB_texture_storage.Markus Wick
It allows us to use texture views and it reduces the overhead within the GPU driver. But it disallows us to reallocate the texture, but we don't do so anyways. In the end, it is the new way to allocate textures, so there is no need to use the old way.
2018-09-10Port #4141 from citra: Joystick hotplug support (#1275)Tobias
* Joystick hotplug support (#4141) * use SDL_PollEvent instead of SDL_JoystickUpdate Register hot plugged controller by GUID if they were configured in a previous session * Move SDL_PollEvent into its own thread * Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call * Fix that joystick_list gets cleared after SDL_Quit * Add VirtualJoystick for InputDevices thats never nullptr * fixup! Add VirtualJoystick for InputDevices thats never nullptr * fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr * Remove SDL_GameController, make SDL_Joystick* unique_ptr * fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr * Adressed feedback; fixed handling of same guid reconnects * fixup! Adressed feedback; fixed handling of same guid reconnects * merge the two joystick_lists into one * make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! fixup! make SDLJoystick a member of VirtualJoystick * SDLJoystick: Addressed review comments * Address one missed review comment
2018-09-08gl_rasterizer: Use baseInstance instead of moving the buffer points.bunnei
This hopefully helps our cache not to redundant upload the vertex buffer. # Conflicts: # src/video_core/renderer_opengl/gl_rasterizer.cpp
2018-09-07For SDL FrontendCaptV0rt3x
2018-09-06frontend: Set swap interval to 0fearlessTobi
2018-08-19Added check to see if ARB_texture_mirror_clamp_to_edge is supportedDavid Marcec
2018-07-26Port #3665 from CitrafearlessTobi
2018-07-22Frontend: Check for more required OpenGL extensions during startup.Subv
2018-07-12Port #3335 and #3373 from Citra: "Small SDL fixes" and "Print the actual ↵Tobias
error preventing SDL from working" (#637) * Port #3335 and #3373 from Citra * Fixup: Use the new logging placeholders