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@ -13,24 +13,25 @@
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/string_util.h"
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#include "core/core.h"
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#include "core/settings.h"
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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#include "input_common/motion_emu.h"
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#include "video_core/renderer_base.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2_gl.h"
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class SDLGLContext : public Core::Frontend::GraphicsContext {
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public:
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explicit SDLGLContext() {
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// create a hidden window to make the shared context against
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window = SDL_CreateWindow("", SDL_WINDOWPOS_UNDEFINED, // x position
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SDL_WINDOWPOS_UNDEFINED, // y position
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Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
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SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
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window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
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SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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context = SDL_GL_CreateContext(window);
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}
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~SDLGLContext() {
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DoneCurrent();
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SDL_GL_DeleteContext(context);
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SDL_DestroyWindow(window);
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}
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@ -43,8 +44,6 @@ public:
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SDL_GL_MakeCurrent(window, nullptr);
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}
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void SwapBuffers() override {}
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private:
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SDL_Window* window;
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SDL_GLContext context;
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@ -80,7 +79,8 @@ bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
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return unsupported_ext.empty();
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}
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EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscreen) {
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EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(Core::System& system, bool fullscreen)
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: EmuWindow_SDL2{system, fullscreen} {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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@ -90,6 +90,7 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscree
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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SDL_GL_SetSwapInterval(0);
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std::string window_title = fmt::format("yuzu {} | {}-{}", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc);
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@ -105,13 +106,22 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscree
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exit(1);
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}
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dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
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SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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if (fullscreen) {
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Fullscreen();
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}
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gl_context = SDL_GL_CreateContext(render_window);
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if (gl_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context! {}", SDL_GetError());
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window_context = SDL_GL_CreateContext(render_window);
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core_context = CreateSharedContext();
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if (window_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
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exit(1);
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}
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if (core_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
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exit(1);
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}
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@ -128,28 +138,22 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen) : EmuWindow_SDL2(fullscree
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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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SDL_GL_SetSwapInterval(false);
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LOG_INFO(Frontend, "yuzu Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch,
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Common::g_scm_desc);
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Settings::LogSettings();
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DoneCurrent();
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}
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EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
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SDL_GL_DeleteContext(gl_context);
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}
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void EmuWindow_SDL2_GL::SwapBuffers() {
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SDL_GL_SwapWindow(render_window);
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core_context.reset();
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SDL_GL_DeleteContext(window_context);
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}
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void EmuWindow_SDL2_GL::MakeCurrent() {
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SDL_GL_MakeCurrent(render_window, gl_context);
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core_context->MakeCurrent();
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}
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void EmuWindow_SDL2_GL::DoneCurrent() {
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SDL_GL_MakeCurrent(render_window, nullptr);
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core_context->DoneCurrent();
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}
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void EmuWindow_SDL2_GL::RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
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@ -161,3 +165,13 @@ void EmuWindow_SDL2_GL::RetrieveVulkanHandlers(void* get_instance_proc_addr, voi
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std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
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return std::make_unique<SDLGLContext>();
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}
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void EmuWindow_SDL2_GL::Present() {
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SDL_GL_MakeCurrent(render_window, window_context);
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SDL_GL_SetSwapInterval(Settings::values.use_vsync ? 1 : 0);
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while (IsOpen()) {
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system.Renderer().TryPresent(100);
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SDL_GL_SwapWindow(render_window);
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}
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SDL_GL_MakeCurrent(render_window, nullptr);
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}
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