forked from suyu/suyu
frontend: sdl2: emu_window: Implement separate presentation thread.
This commit is contained in:
parent
dc672ca4b3
commit
2e16c23784
10 changed files with 79 additions and 62 deletions
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@ -65,9 +65,6 @@ public:
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/// Releases (dunno if this is the "right" word) the context from the caller thread
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virtual void DoneCurrent() = 0;
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/// Swap buffers to display the next frame
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virtual void SwapBuffers() = 0;
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};
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/**
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@ -13,7 +13,7 @@
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#include "input_common/sdl/sdl.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
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EmuWindow_SDL2::EmuWindow_SDL2(Core::System& system, bool fullscreen) : system{system} {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
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exit(1);
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@ -10,9 +10,13 @@
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struct SDL_Window;
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namespace Core {
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class System;
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}
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class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
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public:
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explicit EmuWindow_SDL2(bool fullscreen);
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explicit EmuWindow_SDL2(Core::System& system, bool fullscreen);
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~EmuWindow_SDL2();
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/// Polls window events
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@ -24,6 +28,9 @@ public:
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/// Returns if window is shown (not minimized)
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bool IsShown() const override;
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/// Presents the next frame
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virtual void Present() = 0;
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protected:
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/// Called by PollEvents when a key is pressed or released.
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void OnKeyEvent(int key, u8 state);
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@ -55,6 +62,9 @@ protected:
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/// Called when a configuration change affects the minimal size of the window
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void OnMinimalClientAreaChangeRequest(std::pair<unsigned, unsigned> minimal_size) override;
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/// Instance of the system, used to access renderer for the presentation thread
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Core::System& system;
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/// Is the window still open?
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bool is_open = true;
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@ -62,7 +72,7 @@ protected:
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bool is_shown = true;
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/// Internal SDL2 render window
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SDL_Window* render_window;
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SDL_Window* render_window{};
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/// Keeps track of how often to update the title bar during gameplay
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u32 last_time = 0;
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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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@ -10,17 +10,12 @@
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class EmuWindow_SDL2_GL final : public EmuWindow_SDL2 {
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public:
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explicit EmuWindow_SDL2_GL(bool fullscreen);
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explicit EmuWindow_SDL2_GL(Core::System& system, bool fullscreen);
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~EmuWindow_SDL2_GL();
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/// Swap buffers to display the next frame
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void SwapBuffers() override;
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/// Makes the graphics context current for the caller thread
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void MakeCurrent() override;
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/// Releases the GL context from the caller thread
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void DoneCurrent() override;
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void Present() override;
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/// Ignored in OpenGL
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void RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
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std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
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private:
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/// Fake hidden window for the core context
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SDL_Window* dummy_window{};
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/// Whether the GPU and driver supports the OpenGL extension required
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bool SupportsRequiredGLExtensions();
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using SDL_GLContext = void*;
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/// The OpenGL context associated with the window
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SDL_GLContext gl_context;
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SDL_GLContext window_context;
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/// The OpenGL context associated with the core
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std::unique_ptr<Core::Frontend::GraphicsContext> core_context;
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};
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@ -15,7 +15,8 @@
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#include "core/settings.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2_vk.h"
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EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(bool fullscreen) : EmuWindow_SDL2(fullscreen) {
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EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(Core::System& system, bool fullscreen)
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: EmuWindow_SDL2{system, fullscreen} {
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if (SDL_Vulkan_LoadLibrary(nullptr) != 0) {
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LOG_CRITICAL(Frontend, "SDL failed to load the Vulkan library: {}", SDL_GetError());
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exit(EXIT_FAILURE);
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vkDestroyInstance(vk_instance, nullptr);
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}
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void EmuWindow_SDL2_VK::SwapBuffers() {}
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void EmuWindow_SDL2_VK::MakeCurrent() {
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// Unused on Vulkan
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}
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@ -160,3 +159,5 @@ bool EmuWindow_SDL2_VK::UseStandardLayers(PFN_vkGetInstanceProcAddr vkGetInstanc
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return layer.layerName == std::string("VK_LAYER_LUNARG_standard_validation");
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}) != layers.end();
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}
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void EmuWindow_SDL2_VK::Present() {}
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@ -10,19 +10,12 @@
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class EmuWindow_SDL2_VK final : public EmuWindow_SDL2 {
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public:
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explicit EmuWindow_SDL2_VK(bool fullscreen);
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explicit EmuWindow_SDL2_VK(Core::System& system, bool fullscreen);
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~EmuWindow_SDL2_VK();
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/// Swap buffers to display the next frame
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void SwapBuffers() override;
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/// Makes the graphics context current for the caller thread
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void MakeCurrent() override;
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/// Releases the GL context from the caller thread
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void DoneCurrent() override;
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/// Retrieves Vulkan specific handlers from the window
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void Present() override;
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void RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
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void* surface) const override;
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Settings::values.use_gdbstub = use_gdbstub;
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Settings::Apply();
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Core::System& system{Core::System::GetInstance()};
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std::unique_ptr<EmuWindow_SDL2> emu_window;
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switch (Settings::values.renderer_backend) {
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case Settings::RendererBackend::OpenGL:
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emu_window = std::make_unique<EmuWindow_SDL2_GL>(fullscreen);
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emu_window = std::make_unique<EmuWindow_SDL2_GL>(system, fullscreen);
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break;
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case Settings::RendererBackend::Vulkan:
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#ifdef HAS_VULKAN
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emu_window = std::make_unique<EmuWindow_SDL2_VK>(fullscreen);
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emu_window = std::make_unique<EmuWindow_SDL2_VK>(system, fullscreen);
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break;
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#else
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LOG_CRITICAL(Frontend, "Vulkan backend has not been compiled!");
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#endif
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}
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if (!Settings::values.use_multi_core) {
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// Single core mode must acquire OpenGL context for entire emulation session
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emu_window->MakeCurrent();
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}
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Core::System& system{Core::System::GetInstance()};
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system.SetContentProvider(std::make_unique<FileSys::ContentProviderUnion>());
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system.SetFilesystem(std::make_shared<FileSys::RealVfsFilesystem>());
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system.GetFileSystemController().CreateFactories(*system.GetFilesystem());
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system.TelemetrySession().AddField(Telemetry::FieldType::App, "Frontend", "SDL");
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emu_window->MakeCurrent();
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system.Renderer().Rasterizer().LoadDiskResources();
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// Acquire render context for duration of the thread if this is the rendering thread
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if (!Settings::values.use_asynchronous_gpu_emulation) {
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emu_window->MakeCurrent();
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}
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SCOPE_EXIT({
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if (!Settings::values.use_asynchronous_gpu_emulation) {
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emu_window->DoneCurrent();
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}
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});
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std::thread render_thread([&emu_window] { emu_window->Present(); });
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while (emu_window->IsOpen()) {
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system.RunLoop();
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}
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render_thread.join();
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system.Shutdown();
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@ -112,10 +112,6 @@ EmuWindow_SDL2_Hide::~EmuWindow_SDL2_Hide() {
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SDL_Quit();
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}
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void EmuWindow_SDL2_Hide::SwapBuffers() {
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SDL_GL_SwapWindow(render_window);
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}
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void EmuWindow_SDL2_Hide::PollEvents() {}
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void EmuWindow_SDL2_Hide::MakeCurrent() {
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explicit EmuWindow_SDL2_Hide();
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~EmuWindow_SDL2_Hide();
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/// Swap buffers to display the next frame
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void SwapBuffers() override;
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/// Polls window events
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void PollEvents() override;
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