2019-01-12 04:06:34 +00:00
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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2020-01-21 19:40:53 +00:00
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#include <glad/glad.h>
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2015-09-11 04:23:00 +00:00
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#include <QApplication>
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2014-04-01 02:26:50 +00:00
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#include <QHBoxLayout>
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#include <QKeyEvent>
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2020-01-21 19:40:53 +00:00
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#include <QMessageBox>
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2019-01-12 04:06:34 +00:00
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#include <QPainter>
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2014-08-30 05:23:12 +00:00
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#include <QScreen>
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2020-11-10 03:12:41 +00:00
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#include <QString>
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2020-01-21 19:40:53 +00:00
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#include <QStringList>
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2014-08-30 05:23:12 +00:00
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#include <QWindow>
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2020-04-02 05:32:58 +00:00
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2020-06-17 11:37:15 +00:00
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#ifdef HAS_OPENGL
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#include <QOffscreenSurface>
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#include <QOpenGLContext>
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#endif
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2020-12-24 23:22:07 +00:00
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#if !defined(WIN32)
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2020-04-02 05:32:58 +00:00
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#include <qpa/qplatformnativeinterface.h>
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2020-01-21 19:40:53 +00:00
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#endif
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2018-04-29 22:37:15 +00:00
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#include <fmt/format.h>
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2020-01-21 19:40:53 +00:00
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#include "common/assert.h"
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2015-08-17 21:25:21 +00:00
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#include "common/microprofile.h"
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2015-09-11 04:23:00 +00:00
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#include "common/scm_rev.h"
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2020-02-17 20:53:21 +00:00
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#include "common/scope_exit.h"
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2014-04-11 00:50:10 +00:00
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#include "core/core.h"
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2018-01-10 03:36:07 +00:00
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#include "core/frontend/framebuffer_layout.h"
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2020-06-12 00:24:45 +00:00
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#include "core/hle/kernel/process.h"
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2017-01-28 10:33:35 +00:00
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#include "core/settings.h"
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2017-01-21 09:53:03 +00:00
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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2020-11-18 04:55:09 +00:00
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#include "input_common/mouse/mouse_input.h"
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2018-08-31 06:16:16 +00:00
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#include "video_core/renderer_base.h"
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#include "video_core/video_core.h"
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2018-01-12 03:33:56 +00:00
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#include "yuzu/bootmanager.h"
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2019-01-17 07:01:00 +00:00
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#include "yuzu/main.h"
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2018-01-12 03:33:56 +00:00
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2020-03-25 02:58:49 +00:00
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EmuThread::EmuThread() = default;
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2014-04-01 02:26:50 +00:00
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2019-05-29 06:05:06 +00:00
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EmuThread::~EmuThread() = default;
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2020-02-17 20:53:21 +00:00
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void EmuThread::run() {
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2020-02-25 15:12:46 +00:00
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std::string name = "yuzu:EmuControlThread";
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MicroProfileOnThreadCreate(name.c_str());
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Common::SetCurrentThreadName(name.c_str());
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2015-08-17 21:25:21 +00:00
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2020-04-03 15:58:43 +00:00
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auto& system = Core::System::GetInstance();
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system.RegisterHostThread();
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auto& gpu = system.GPU();
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2020-03-25 04:57:36 +00:00
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// Main process has been loaded. Make the context current to this thread and begin GPU and CPU
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// execution.
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2020-04-03 15:58:43 +00:00
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gpu.Start();
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2020-03-25 04:57:36 +00:00
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2020-04-03 15:58:43 +00:00
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gpu.ObtainContext();
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2019-01-21 19:38:23 +00:00
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2020-04-03 15:58:43 +00:00
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emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
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2020-03-31 17:52:07 +00:00
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2021-01-05 07:09:39 +00:00
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system.Renderer().ReadRasterizer()->LoadDiskResources(
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2020-06-12 00:24:45 +00:00
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system.CurrentProcess()->GetTitleID(), stop_run,
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[this](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) {
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2019-01-21 19:38:23 +00:00
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emit LoadProgress(stage, value, total);
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});
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emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
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2020-04-03 15:58:43 +00:00
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gpu.ReleaseContext();
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2019-03-11 00:06:49 +00:00
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// Holds whether the cpu was running during the last iteration,
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2015-01-07 11:14:23 +00:00
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// so that the DebugModeLeft signal can be emitted before the
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// next execution step
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bool was_active = false;
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2015-04-17 03:31:14 +00:00
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while (!stop_run) {
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2015-04-28 23:03:01 +00:00
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if (running) {
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2020-02-25 02:04:12 +00:00
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if (was_active) {
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2015-01-07 11:14:23 +00:00
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emit DebugModeLeft();
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2020-02-25 02:04:12 +00:00
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}
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2015-01-07 11:14:23 +00:00
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2020-02-25 02:04:12 +00:00
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running_guard = true;
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2020-04-03 15:58:43 +00:00
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Core::System::ResultStatus result = system.Run();
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2017-03-08 21:28:30 +00:00
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if (result != Core::System::ResultStatus::Success) {
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2020-02-25 02:04:12 +00:00
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running_guard = false;
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2018-01-16 16:32:27 +00:00
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this->SetRunning(false);
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2020-04-03 15:58:43 +00:00
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emit ErrorThrown(result, system.GetStatusDetails());
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2017-03-08 21:28:30 +00:00
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}
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2020-02-25 02:04:12 +00:00
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running_wait.Wait();
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2020-04-03 15:58:43 +00:00
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result = system.Pause();
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2020-02-25 02:04:12 +00:00
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if (result != Core::System::ResultStatus::Success) {
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running_guard = false;
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this->SetRunning(false);
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2020-04-03 15:58:43 +00:00
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emit ErrorThrown(result, system.GetStatusDetails());
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2020-02-25 02:04:12 +00:00
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}
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running_guard = false;
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2015-01-07 11:14:23 +00:00
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2020-03-12 00:44:53 +00:00
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if (!stop_run) {
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was_active = true;
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emit DebugModeEntered();
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}
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2020-02-25 02:04:12 +00:00
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} else if (exec_step) {
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UNIMPLEMENTED();
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2015-05-16 17:56:00 +00:00
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} else {
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2019-04-01 16:29:59 +00:00
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std::unique_lock lock{running_mutex};
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2016-09-18 00:38:01 +00:00
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running_cv.wait(lock, [this] { return IsRunning() || exec_step || stop_run; });
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2014-04-01 02:26:50 +00:00
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}
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}
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2015-04-17 03:31:14 +00:00
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2015-08-30 11:47:50 +00:00
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// Shutdown the core emulation
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2020-04-03 15:58:43 +00:00
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system.Shutdown();
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2015-08-30 11:47:50 +00:00
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2016-04-29 00:17:31 +00:00
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#if MICROPROFILE_ENABLED
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2015-08-17 21:25:21 +00:00
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MicroProfileOnThreadExit();
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2016-04-29 00:17:31 +00:00
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#endif
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2014-04-01 02:26:50 +00:00
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}
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2020-06-17 11:37:15 +00:00
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#ifdef HAS_OPENGL
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2020-03-25 02:58:49 +00:00
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class OpenGLSharedContext : public Core::Frontend::GraphicsContext {
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2019-01-12 04:06:34 +00:00
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public:
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2020-03-25 02:58:49 +00:00
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/// Create the original context that should be shared from
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explicit OpenGLSharedContext(QSurface* surface) : surface(surface) {
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QSurfaceFormat format;
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2021-02-07 21:32:21 +00:00
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format.setVersion(4, 6);
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2020-03-25 02:58:49 +00:00
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format.setProfile(QSurfaceFormat::CompatibilityProfile);
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format.setOption(QSurfaceFormat::FormatOption::DeprecatedFunctions);
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2020-05-18 01:24:44 +00:00
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if (Settings::values.renderer_debug) {
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format.setOption(QSurfaceFormat::FormatOption::DebugContext);
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}
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2020-03-25 02:58:49 +00:00
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// TODO: expose a setting for buffer value (ie default/single/double/triple)
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format.setSwapBehavior(QSurfaceFormat::DefaultSwapBehavior);
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format.setSwapInterval(0);
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context = std::make_unique<QOpenGLContext>();
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context->setFormat(format);
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if (!context->create()) {
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LOG_ERROR(Frontend, "Unable to create main openGL context");
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}
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}
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/// Create the shared contexts for rendering and presentation
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explicit OpenGLSharedContext(QOpenGLContext* share_context, QSurface* main_surface = nullptr) {
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2020-02-17 20:53:21 +00:00
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// disable vsync for any shared contexts
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2020-03-25 02:58:49 +00:00
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auto format = share_context->format();
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configuration: implement per-game configurations (#4098)
* Switch game settings to use a pointer
In order to add full per-game settings, we need to be able to tell yuzu to switch
to using either the global or game configuration. Using a pointer makes it easier
to switch.
* configuration: add new UI without changing existing funcitonality
The new UI also adds General, System, Graphics, Advanced Graphics,
and Audio tabs, but as yet they do nothing. This commit keeps yuzu
to the same functionality as originally branched.
* configuration: Rename files
These weren't included in the last commit. Now they are.
* configuration: setup global configuration checkbox
Global config checkbox now enables/disables the appropriate tabs in the game
properties dialog. The use global configuration setting is now saved to the
config, defaulting to true. This also addresses some changes requested in the PR.
* configuration: swap to per-game config memory for properties dialog
Does not set memory going in-game. Swaps to game values when opening the
properties dialog, then swaps back when closing it. Uses a `memcpy` to swap.
Also implements saving config files, limited to certain groups of configurations
so as to not risk setting unsafe configurations.
* configuration: change config interfaces to use config-specific pointers
When a game is booted, we need to be able to open the configuration dialogs
without changing the settings pointer in the game's emualtion. A new pointer
specific to just the configuration dialogs can be used to separate changes
to just those config dialogs without affecting the emulation.
* configuration: boot a game using per-game settings
Swaps values where needed to boot a game.
* configuration: user correct config during emulation
Creates a new pointer specifically for modifying the configuration while
emulation is in progress. Both the regular configuration dialog and the game
properties dialog now use the pointer Settings::config_values to focus edits to
the correct struct.
* settings: split Settings::values into two different structs
By splitting the settings into two mutually exclusive structs, it becomes easier,
as a developer, to determine how to use the Settings structs after per-game
configurations is merged. Other benefits include only duplicating the required
settings in memory.
* settings: move use_docked_mode to Controls group
`use_docked_mode` is set in the input settings and cannot be accessed from the
system settings. Grouping it with system settings causes it to be saved with
per-game settings, which may make transferring configs more difficult later on,
especially since docked mode cannot be set from within the game properties
dialog.
* configuration: Fix the other yuzu executables and a regression
In main.cpp, we have to get the title ID before the ROM is loaded, else the
renderer will reflect only the global settings and now the user's game specific
settings.
* settings: use a template to duplicate memory for each setting
Replaces the type of each variable in the Settings::Values struct with a new
class that allows basic data reading and writing. The new struct
Settings::Setting duplicates the data in memory and can manage global overrides
per each setting.
* configuration: correct add-ons config and swap settings when apropriate
Any add-ons interaction happens directly through the global values struct.
Swapping bewteen structs now also includes copying the necessary global configs
that cannot be changed nor saved in per-game settings. General and System config
menus now update based on whether it is viewing the global or per-game settings.
* settings: restore old values struct
No longer needed with the Settings::Setting class template.
* configuration: implement hierarchical game properties dialog
This sets the apropriate global or local data in each setting.
* clang format
* clang format take 2
can the docker container save this?
* address comments and style issues
* config: read and write settings with global awareness
Adds new functions to read and write settings while keeping the global state in
focus. Files now generated per-game are much smaller since often they only need
address the global state.
* settings: restore global state when necessary
Upon closing a game or the game properties dialog, we need to restore all global
settings to the original global state so that we can properly open the
configuration dialog or boot a different game.
* configuration: guard setting values incorrectly
This disables setting values while a game is running if the setting is
overwritten by a per game setting.
* config: don't write local settings in the global config
Simple guards to prevent writing the wrong settings in the wrong files.
* configuration: add comments, assume less, and clang format
No longer assumes that a disabled UI element means the global state is turned
off, instead opting to directly answer that question. Still however assumes a
game is running if it is in that state.
* configuration: fix a logic error
Should not be negated
* restore settings' global state regardless of accept/cancel
Fixes loading a properties dialog and causing the global config dialog to show
local settings.
* fix more logic errors
Fixed the frame limit would set the global setting from the game properties
dialog. Also strengthened the Settings::Setting member variables and simplified
the logic in config reading (ReadSettingGlobal).
* fix another logic error
In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered
condition.
* configure_audio: set toggle_stretched_audio to tristate
* fixed custom rtc and rng seed overwriting the global value
* clang format
* rebased
* clang format take 4
* address my own review
Basically revert unintended changes
* settings: literal instead of casting
"No need to cast, use 1U instead"
Thanks, Morph!
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
* Revert "settings: literal instead of casting
"
This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f.
* main: fix status buttons reporting wrong settings after stop emulation
* settings: Log UseDockedMode in the Controls group
This should have happened when use_docked_mode was moved over to the controls group
internally. This just reflects this in the log.
* main: load settings if the file has a title id
In other words, don't exit if the loader has trouble getting a title id.
* use a zero
* settings: initalize resolution factor with constructor instead of casting
* Revert "settings: initalize resolution factor with constructor instead of casting"
This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8.
* configure_graphics: guard device selector when Vulkan is global
Prevents the user from editing the device selector if Vulkan is the global
renderer backend. Also resets the vulkan_device variable when the users
switches back-and-forth between global and Vulkan.
* address reviewer concerns
Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static.
Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com>
* main: load per-game settings after LoadROM
This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug.
* Revert "main: load per-game settings after LoadROM"
This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804.
* main: only restore global settings when necessary
Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug.
* configuration_shared: address reviewer concerns except operator overrides
Dropping operator override usage in next commit.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
* settings: Drop operator overrides from Setting template
Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog.
* complete rebase
* configuration_shared: translate "Use global configuration"
Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared.
* configure_per_game: address reviewer concern
As far as I understand, it prevents the program from unnecessarily copying strings.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
Co-authored-by: VolcaEM <volcaem@users.noreply.github.com>
Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-10 02:42:09 +00:00
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format.setSwapInterval(main_surface ? Settings::values.use_vsync.GetValue() : 0);
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2020-02-17 20:53:21 +00:00
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2020-03-25 02:58:49 +00:00
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context = std::make_unique<QOpenGLContext>();
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context->setShareContext(share_context);
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2020-02-17 20:53:21 +00:00
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context->setFormat(format);
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2020-03-25 02:58:49 +00:00
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if (!context->create()) {
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LOG_ERROR(Frontend, "Unable to create shared openGL context");
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}
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if (!main_surface) {
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offscreen_surface = std::make_unique<QOffscreenSurface>(nullptr);
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offscreen_surface->setFormat(format);
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offscreen_surface->create();
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surface = offscreen_surface.get();
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} else {
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surface = main_surface;
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}
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}
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~OpenGLSharedContext() {
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2020-03-30 20:52:46 +00:00
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DoneCurrent();
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2020-03-25 02:58:49 +00:00
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}
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void SwapBuffers() override {
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context->swapBuffers(surface);
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2019-01-12 04:06:34 +00:00
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}
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void MakeCurrent() override {
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2020-05-12 05:50:03 +00:00
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// We can't track the current state of the underlying context in this wrapper class because
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// Qt may make the underlying context not current for one reason or another. In particular,
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// the WebBrowser uses GL, so it seems to conflict if we aren't careful.
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// Instead of always just making the context current (which does not have any caching to
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// check if the underlying context is already current) we can check for the current context
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// in the thread local data by calling `currentContext()` and checking if its ours.
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if (QOpenGLContext::currentContext() != context.get()) {
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context->makeCurrent(surface);
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2020-03-25 02:58:49 +00:00
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}
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2019-01-12 04:06:34 +00:00
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}
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void DoneCurrent() override {
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2020-02-17 20:53:21 +00:00
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context->doneCurrent();
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2020-03-25 02:58:49 +00:00
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}
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2020-03-25 04:57:36 +00:00
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QOpenGLContext* GetShareContext() {
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return context.get();
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}
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const QOpenGLContext* GetShareContext() const {
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2020-03-25 02:58:49 +00:00
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return context.get();
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2019-01-12 04:06:34 +00:00
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}
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private:
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2020-03-25 02:58:49 +00:00
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// Avoid using Qt parent system here since we might move the QObjects to new threads
|
|
|
|
// As a note, this means we should avoid using slots/signals with the objects too
|
|
|
|
std::unique_ptr<QOpenGLContext> context;
|
|
|
|
std::unique_ptr<QOffscreenSurface> offscreen_surface{};
|
|
|
|
QSurface* surface;
|
2019-01-12 04:06:34 +00:00
|
|
|
};
|
2020-06-17 11:37:15 +00:00
|
|
|
#endif
|
2019-01-12 04:06:34 +00:00
|
|
|
|
2020-03-25 02:58:49 +00:00
|
|
|
class DummyContext : public Core::Frontend::GraphicsContext {};
|
|
|
|
|
|
|
|
class RenderWidget : public QWidget {
|
2020-02-18 02:29:12 +00:00
|
|
|
public:
|
2020-03-25 04:57:36 +00:00
|
|
|
explicit RenderWidget(GRenderWindow* parent) : QWidget(parent), render_window(parent) {
|
2020-03-25 02:58:49 +00:00
|
|
|
setAttribute(Qt::WA_NativeWindow);
|
|
|
|
setAttribute(Qt::WA_PaintOnScreen);
|
2020-02-18 02:29:12 +00:00
|
|
|
}
|
2019-03-25 20:01:11 +00:00
|
|
|
|
2020-03-25 02:58:49 +00:00
|
|
|
virtual ~RenderWidget() = default;
|
|
|
|
|
|
|
|
QPaintEngine* paintEngine() const override {
|
|
|
|
return nullptr;
|
2020-02-18 02:29:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
2020-03-25 02:58:49 +00:00
|
|
|
GRenderWindow* render_window;
|
2020-02-18 02:29:12 +00:00
|
|
|
};
|
|
|
|
|
2020-03-25 02:58:49 +00:00
|
|
|
class OpenGLRenderWidget : public RenderWidget {
|
2020-02-18 02:29:12 +00:00
|
|
|
public:
|
2020-03-25 02:58:49 +00:00
|
|
|
explicit OpenGLRenderWidget(GRenderWindow* parent) : RenderWidget(parent) {
|
|
|
|
windowHandle()->setSurfaceType(QWindow::OpenGLSurface);
|
2020-02-18 02:29:12 +00:00
|
|
|
}
|
|
|
|
|
2020-03-25 02:58:49 +00:00
|
|
|
void SetContext(std::unique_ptr<Core::Frontend::GraphicsContext>&& context_) {
|
|
|
|
context = std::move(context_);
|
|
|
|
}
|
2020-02-18 02:29:12 +00:00
|
|
|
|
|
|
|
private:
|
2020-09-19 20:15:02 +00:00
|
|
|
std::unique_ptr<Core::Frontend::GraphicsContext> context;
|
2020-02-18 02:29:12 +00:00
|
|
|
};
|
2014-04-01 02:26:50 +00:00
|
|
|
|
2020-03-25 02:58:49 +00:00
|
|
|
class VulkanRenderWidget : public RenderWidget {
|
|
|
|
public:
|
2020-04-02 05:32:58 +00:00
|
|
|
explicit VulkanRenderWidget(GRenderWindow* parent) : RenderWidget(parent) {
|
2020-03-25 02:58:49 +00:00
|
|
|
windowHandle()->setSurfaceType(QWindow::VulkanSurface);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2020-04-02 05:32:58 +00:00
|
|
|
static Core::Frontend::WindowSystemType GetWindowSystemType() {
|
|
|
|
// Determine WSI type based on Qt platform.
|
|
|
|
QString platform_name = QGuiApplication::platformName();
|
|
|
|
if (platform_name == QStringLiteral("windows"))
|
|
|
|
return Core::Frontend::WindowSystemType::Windows;
|
|
|
|
else if (platform_name == QStringLiteral("xcb"))
|
|
|
|
return Core::Frontend::WindowSystemType::X11;
|
|
|
|
else if (platform_name == QStringLiteral("wayland"))
|
|
|
|
return Core::Frontend::WindowSystemType::Wayland;
|
|
|
|
|
|
|
|
LOG_CRITICAL(Frontend, "Unknown Qt platform!");
|
|
|
|
return Core::Frontend::WindowSystemType::Windows;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Core::Frontend::EmuWindow::WindowSystemInfo GetWindowSystemInfo(QWindow* window) {
|
|
|
|
Core::Frontend::EmuWindow::WindowSystemInfo wsi;
|
|
|
|
wsi.type = GetWindowSystemType();
|
|
|
|
|
|
|
|
// Our Win32 Qt external doesn't have the private API.
|
|
|
|
#if defined(WIN32) || defined(__APPLE__)
|
|
|
|
wsi.render_surface = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
|
|
|
|
#else
|
|
|
|
QPlatformNativeInterface* pni = QGuiApplication::platformNativeInterface();
|
|
|
|
wsi.display_connection = pni->nativeResourceForWindow("display", window);
|
|
|
|
if (wsi.type == Core::Frontend::WindowSystemType::Wayland)
|
|
|
|
wsi.render_surface = window ? pni->nativeResourceForWindow("surface", window) : nullptr;
|
|
|
|
else
|
|
|
|
wsi.render_surface = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
|
|
|
|
#endif
|
|
|
|
wsi.render_surface_scale = window ? static_cast<float>(window->devicePixelRatio()) : 1.0f;
|
|
|
|
|
|
|
|
return wsi;
|
|
|
|
}
|
|
|
|
|
2020-08-27 19:16:47 +00:00
|
|
|
GRenderWindow::GRenderWindow(GMainWindow* parent, EmuThread* emu_thread_,
|
2020-08-29 04:44:27 +00:00
|
|
|
std::shared_ptr<InputCommon::InputSubsystem> input_subsystem_)
|
|
|
|
: QWidget(parent), emu_thread(emu_thread_), input_subsystem{std::move(input_subsystem_)} {
|
2018-10-24 12:10:56 +00:00
|
|
|
setWindowTitle(QStringLiteral("yuzu %1 | %2-%3")
|
2019-05-20 18:50:05 +00:00
|
|
|
.arg(QString::fromUtf8(Common::g_build_name),
|
|
|
|
QString::fromUtf8(Common::g_scm_branch),
|
|
|
|
QString::fromUtf8(Common::g_scm_desc)));
|
2018-10-01 19:42:49 +00:00
|
|
|
setAttribute(Qt::WA_AcceptTouchEvents);
|
2021-01-13 12:20:20 +00:00
|
|
|
auto* layout = new QHBoxLayout(this);
|
|
|
|
layout->setContentsMargins(0, 0, 0, 0);
|
2020-02-17 20:53:21 +00:00
|
|
|
setLayout(layout);
|
2020-08-27 19:16:47 +00:00
|
|
|
input_subsystem->Initialize();
|
2020-02-17 20:53:21 +00:00
|
|
|
|
2020-04-11 02:22:50 +00:00
|
|
|
this->setMouseTracking(true);
|
|
|
|
|
2020-08-27 19:16:47 +00:00
|
|
|
connect(this, &GRenderWindow::FirstFrameDisplayed, parent, &GMainWindow::OnLoadComplete);
|
2020-11-24 23:18:29 +00:00
|
|
|
connect(this, &GRenderWindow::ExecuteProgramSignal, parent, &GMainWindow::OnExecuteProgram,
|
|
|
|
Qt::QueuedConnection);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GRenderWindow::ExecuteProgram(std::size_t program_index) {
|
|
|
|
emit ExecuteProgramSignal(program_index);
|
2017-01-21 09:53:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
GRenderWindow::~GRenderWindow() {
|
2020-08-27 19:16:47 +00:00
|
|
|
input_subsystem->Shutdown();
|
2014-04-01 02:26:50 +00:00
|
|
|
}
|
|
|
|
|
Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off 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.
2020-11-22 21:05:18 +00:00
|
|
|
void GRenderWindow::OnFrameDisplayed() {
|
2019-01-17 07:01:00 +00:00
|
|
|
if (!first_frame) {
|
|
|
|
first_frame = true;
|
2020-01-06 17:02:47 +00:00
|
|
|
emit FirstFrameDisplayed();
|
2019-01-17 07:01:00 +00:00
|
|
|
}
|
2014-04-01 02:26:50 +00:00
|
|
|
}
|
|
|
|
|
2020-01-21 19:40:53 +00:00
|
|
|
bool GRenderWindow::IsShown() const {
|
|
|
|
return !isMinimized();
|
|
|
|
}
|
|
|
|
|
2014-10-12 16:14:57 +00:00
|
|
|
// On Qt 5.0+, this correctly gets the size of the framebuffer (pixels).
|
2014-08-30 05:23:12 +00:00
|
|
|
//
|
|
|
|
// Older versions get the window size (density independent pixels),
|
|
|
|
// and hence, do not support DPI scaling ("retina" displays).
|
|
|
|
// The result will be a viewport that is smaller than the extent of the window.
|
2016-09-18 00:38:01 +00:00
|
|
|
void GRenderWindow::OnFramebufferSizeChanged() {
|
|
|
|
// Screen changes potentially incur a change in screen DPI, hence we should update the
|
|
|
|
// framebuffer size
|
2020-02-17 20:53:21 +00:00
|
|
|
const qreal pixel_ratio = windowPixelRatio();
|
|
|
|
const u32 width = this->width() * pixel_ratio;
|
|
|
|
const u32 height = this->height() * pixel_ratio;
|
|
|
|
UpdateCurrentFramebufferLayout(width, height);
|
2019-03-25 20:01:11 +00:00
|
|
|
}
|
|
|
|
|
2016-09-18 00:38:01 +00:00
|
|
|
void GRenderWindow::BackupGeometry() {
|
2019-05-29 05:49:38 +00:00
|
|
|
geometry = QWidget::saveGeometry();
|
2014-04-01 02:26:50 +00:00
|
|
|
}
|
|
|
|
|
2016-09-18 00:38:01 +00:00
|
|
|
void GRenderWindow::RestoreGeometry() {
|
2014-04-01 02:26:50 +00:00
|
|
|
// We don't want to back up the geometry here (obviously)
|
|
|
|
QWidget::restoreGeometry(geometry);
|
|
|
|
}
|
|
|
|
|
2016-09-18 00:38:01 +00:00
|
|
|
void GRenderWindow::restoreGeometry(const QByteArray& geometry) {
|
2014-04-01 02:26:50 +00:00
|
|
|
// Make sure users of this class don't need to deal with backing up the geometry themselves
|
|
|
|
QWidget::restoreGeometry(geometry);
|
|
|
|
BackupGeometry();
|
|
|
|
}
|
|
|
|
|
2016-09-18 00:38:01 +00:00
|
|
|
QByteArray GRenderWindow::saveGeometry() {
|
2014-04-01 02:26:50 +00:00
|
|
|
// If we are a top-level widget, store the current geometry
|
|
|
|
// otherwise, store the last backup
|
2019-05-29 05:49:38 +00:00
|
|
|
if (parent() == nullptr) {
|
|
|
|
return QWidget::saveGeometry();
|
|
|
|
}
|
|
|
|
|
|
|
|
return geometry;
|
2014-04-01 02:26:50 +00:00
|
|
|
}
|
|
|
|
|
2020-02-17 20:53:21 +00:00
|
|
|
qreal GRenderWindow::windowPixelRatio() const {
|
2020-06-17 03:45:20 +00:00
|
|
|
return devicePixelRatioF();
|
2015-09-10 21:42:45 +00:00
|
|
|
}
|
|
|
|
|
2020-03-25 04:57:36 +00:00
|
|
|
std::pair<u32, u32> GRenderWindow::ScaleTouch(const QPointF& pos) const {
|
2020-02-17 20:53:21 +00:00
|
|
|
const qreal pixel_ratio = windowPixelRatio();
|
2019-05-29 06:02:36 +00:00
|
|
|
return {static_cast<u32>(std::max(std::round(pos.x() * pixel_ratio), qreal{0.0})),
|
|
|
|
static_cast<u32>(std::max(std::round(pos.y() * pixel_ratio), qreal{0.0}))};
|
2018-10-01 19:42:49 +00:00
|
|
|
}
|
|
|
|
|
2015-09-05 10:29:44 +00:00
|
|
|
void GRenderWindow::closeEvent(QCloseEvent* event) {
|
|
|
|
emit Closed();
|
|
|
|
QWidget::closeEvent(event);
|
|
|
|
}
|
|
|
|
|
2020-02-17 20:53:21 +00:00
|
|
|
void GRenderWindow::keyPressEvent(QKeyEvent* event) {
|
2021-03-06 01:21:04 +00:00
|
|
|
if (!event->isAutoRepeat()) {
|
|
|
|
input_subsystem->GetKeyboard()->PressKey(event->key());
|
|
|
|
}
|
2020-02-17 20:53:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void GRenderWindow::keyReleaseEvent(QKeyEvent* event) {
|
2021-03-06 01:21:04 +00:00
|
|
|
if (!event->isAutoRepeat()) {
|
|
|
|
input_subsystem->GetKeyboard()->ReleaseKey(event->key());
|
|
|
|
}
|
2020-02-17 20:53:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void GRenderWindow::mousePressEvent(QMouseEvent* event) {
|
2020-09-27 13:50:35 +00:00
|
|
|
// Touch input is handled in TouchBeginEvent
|
2020-03-25 04:57:36 +00:00
|
|
|
if (event->source() == Qt::MouseEventSynthesizedBySystem) {
|
|
|
|
return;
|
|
|
|
}
|
2020-02-17 20:53:21 +00:00
|
|
|
|
|
|
|
auto pos = event->pos();
|
2020-11-18 04:55:09 +00:00
|
|
|
const auto [x, y] = ScaleTouch(pos);
|
|
|
|
input_subsystem->GetMouse()->PressButton(x, y, event->button());
|
|
|
|
|
2020-02-17 20:53:21 +00:00
|
|
|
if (event->button() == Qt::LeftButton) {
|
2021-01-03 04:04:50 +00:00
|
|
|
this->TouchPressed(x, y, 0);
|
2020-02-17 20:53:21 +00:00
|
|
|
}
|
2020-11-18 04:55:09 +00:00
|
|
|
|
2020-12-30 19:41:14 +00:00
|
|
|
emit MouseActivity();
|
2020-02-17 20:53:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void GRenderWindow::mouseMoveEvent(QMouseEvent* event) {
|
2020-09-27 13:50:35 +00:00
|
|
|
// Touch input is handled in TouchUpdateEvent
|
2020-03-25 04:57:36 +00:00
|
|
|
if (event->source() == Qt::MouseEventSynthesizedBySystem) {
|
|
|
|
return;
|
|
|
|
}
|
2020-02-17 20:53:21 +00:00
|
|
|
auto pos = event->pos();
|
|
|
|
const auto [x, y] = ScaleTouch(pos);
|
2021-02-03 18:34:25 +00:00
|
|
|
const int center_x = width() / 2;
|
|
|
|
const int center_y = height() / 2;
|
|
|
|
input_subsystem->GetMouse()->MouseMove(x, y, center_x, center_y);
|
2021-01-03 04:04:50 +00:00
|
|
|
this->TouchMoved(x, y, 0);
|
2020-11-18 04:55:09 +00:00
|
|
|
|
2021-02-03 18:34:25 +00:00
|
|
|
if (Settings::values.mouse_panning) {
|
|
|
|
QCursor::setPos(mapToGlobal({center_x, center_y}));
|
|
|
|
}
|
|
|
|
|
2020-12-30 19:41:14 +00:00
|
|
|
emit MouseActivity();
|
2020-02-17 20:53:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void GRenderWindow::mouseReleaseEvent(QMouseEvent* event) {
|
2020-09-27 13:50:35 +00:00
|
|
|
// Touch input is handled in TouchEndEvent
|
2020-03-25 04:57:36 +00:00
|
|
|
if (event->source() == Qt::MouseEventSynthesizedBySystem) {
|
|
|
|
return;
|
|
|
|
}
|
2020-02-17 20:53:21 +00:00
|
|
|
|
2020-11-18 04:55:09 +00:00
|
|
|
input_subsystem->GetMouse()->ReleaseButton(event->button());
|
|
|
|
|
2020-03-25 04:57:36 +00:00
|
|
|
if (event->button() == Qt::LeftButton) {
|
2021-01-03 04:04:50 +00:00
|
|
|
this->TouchReleased(0);
|
2020-03-25 04:57:36 +00:00
|
|
|
}
|
2020-02-17 20:53:21 +00:00
|
|
|
}
|
|
|
|
|
2018-10-01 19:42:49 +00:00
|
|
|
void GRenderWindow::TouchBeginEvent(const QTouchEvent* event) {
|
2021-01-03 04:04:50 +00:00
|
|
|
QList<QTouchEvent::TouchPoint> touch_points = event->touchPoints();
|
|
|
|
for (const auto& touch_point : touch_points) {
|
|
|
|
if (!TouchUpdate(touch_point)) {
|
|
|
|
TouchStart(touch_point);
|
|
|
|
}
|
|
|
|
}
|
2018-10-01 19:42:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void GRenderWindow::TouchUpdateEvent(const QTouchEvent* event) {
|
2021-01-03 04:04:50 +00:00
|
|
|
QList<QTouchEvent::TouchPoint> touch_points = event->touchPoints();
|
|
|
|
for (const auto& touch_point : touch_points) {
|
|
|
|
if (!TouchUpdate(touch_point)) {
|
|
|
|
TouchStart(touch_point);
|
2018-10-01 19:42:49 +00:00
|
|
|
}
|
|
|
|
}
|
2021-01-03 04:04:50 +00:00
|
|
|
// Release all inactive points
|
|
|
|
for (std::size_t id = 0; id < touch_ids.size(); ++id) {
|
|
|
|
if (!TouchExist(touch_ids[id], touch_points)) {
|
|
|
|
touch_ids[id] = 0;
|
|
|
|
this->TouchReleased(id + 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2018-10-01 19:42:49 +00:00
|
|
|
|
2021-01-03 04:04:50 +00:00
|
|
|
void GRenderWindow::TouchEndEvent() {
|
|
|
|
for (std::size_t id = 0; id < touch_ids.size(); ++id) {
|
|
|
|
if (touch_ids[id] != 0) {
|
|
|
|
touch_ids[id] = 0;
|
|
|
|
this->TouchReleased(id + 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2018-10-01 19:42:49 +00:00
|
|
|
|
2021-01-03 04:04:50 +00:00
|
|
|
bool GRenderWindow::TouchStart(const QTouchEvent::TouchPoint& touch_point) {
|
|
|
|
for (std::size_t id = 0; id < touch_ids.size(); ++id) {
|
|
|
|
if (touch_ids[id] == 0) {
|
|
|
|
touch_ids[id] = touch_point.id() + 1;
|
|
|
|
const auto [x, y] = ScaleTouch(touch_point.pos());
|
|
|
|
this->TouchPressed(x, y, id + 1);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
2018-10-01 19:42:49 +00:00
|
|
|
}
|
|
|
|
|
2021-01-03 04:04:50 +00:00
|
|
|
bool GRenderWindow::TouchUpdate(const QTouchEvent::TouchPoint& touch_point) {
|
|
|
|
for (std::size_t id = 0; id < touch_ids.size(); ++id) {
|
2021-01-10 14:36:31 +00:00
|
|
|
if (touch_ids[id] == static_cast<std::size_t>(touch_point.id() + 1)) {
|
2021-01-03 04:04:50 +00:00
|
|
|
const auto [x, y] = ScaleTouch(touch_point.pos());
|
|
|
|
this->TouchMoved(x, y, id + 1);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool GRenderWindow::TouchExist(std::size_t id,
|
|
|
|
const QList<QTouchEvent::TouchPoint>& touch_points) const {
|
2021-01-10 14:36:31 +00:00
|
|
|
return std::any_of(touch_points.begin(), touch_points.end(), [id](const auto& point) {
|
|
|
|
return id == static_cast<std::size_t>(point.id() + 1);
|
|
|
|
});
|
2018-10-01 19:42:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bool GRenderWindow::event(QEvent* event) {
|
|
|
|
if (event->type() == QEvent::TouchBegin) {
|
|
|
|
TouchBeginEvent(static_cast<QTouchEvent*>(event));
|
|
|
|
return true;
|
|
|
|
} else if (event->type() == QEvent::TouchUpdate) {
|
|
|
|
TouchUpdateEvent(static_cast<QTouchEvent*>(event));
|
|
|
|
return true;
|
|
|
|
} else if (event->type() == QEvent::TouchEnd || event->type() == QEvent::TouchCancel) {
|
|
|
|
TouchEndEvent();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return QWidget::event(event);
|
|
|
|
}
|
|
|
|
|
2017-03-17 19:41:25 +00:00
|
|
|
void GRenderWindow::focusOutEvent(QFocusEvent* event) {
|
|
|
|
QWidget::focusOutEvent(event);
|
2020-08-27 19:16:47 +00:00
|
|
|
input_subsystem->GetKeyboard()->ReleaseAllKeys();
|
2017-03-17 19:41:25 +00:00
|
|
|
}
|
|
|
|
|
2020-02-17 20:53:21 +00:00
|
|
|
void GRenderWindow::resizeEvent(QResizeEvent* event) {
|
|
|
|
QWidget::resizeEvent(event);
|
|
|
|
OnFramebufferSizeChanged();
|
2014-10-12 16:14:57 +00:00
|
|
|
}
|
2014-10-12 20:46:33 +00:00
|
|
|
|
2019-01-12 04:06:34 +00:00
|
|
|
std::unique_ptr<Core::Frontend::GraphicsContext> GRenderWindow::CreateSharedContext() const {
|
2020-06-17 11:37:15 +00:00
|
|
|
#ifdef HAS_OPENGL
|
configuration: implement per-game configurations (#4098)
* Switch game settings to use a pointer
In order to add full per-game settings, we need to be able to tell yuzu to switch
to using either the global or game configuration. Using a pointer makes it easier
to switch.
* configuration: add new UI without changing existing funcitonality
The new UI also adds General, System, Graphics, Advanced Graphics,
and Audio tabs, but as yet they do nothing. This commit keeps yuzu
to the same functionality as originally branched.
* configuration: Rename files
These weren't included in the last commit. Now they are.
* configuration: setup global configuration checkbox
Global config checkbox now enables/disables the appropriate tabs in the game
properties dialog. The use global configuration setting is now saved to the
config, defaulting to true. This also addresses some changes requested in the PR.
* configuration: swap to per-game config memory for properties dialog
Does not set memory going in-game. Swaps to game values when opening the
properties dialog, then swaps back when closing it. Uses a `memcpy` to swap.
Also implements saving config files, limited to certain groups of configurations
so as to not risk setting unsafe configurations.
* configuration: change config interfaces to use config-specific pointers
When a game is booted, we need to be able to open the configuration dialogs
without changing the settings pointer in the game's emualtion. A new pointer
specific to just the configuration dialogs can be used to separate changes
to just those config dialogs without affecting the emulation.
* configuration: boot a game using per-game settings
Swaps values where needed to boot a game.
* configuration: user correct config during emulation
Creates a new pointer specifically for modifying the configuration while
emulation is in progress. Both the regular configuration dialog and the game
properties dialog now use the pointer Settings::config_values to focus edits to
the correct struct.
* settings: split Settings::values into two different structs
By splitting the settings into two mutually exclusive structs, it becomes easier,
as a developer, to determine how to use the Settings structs after per-game
configurations is merged. Other benefits include only duplicating the required
settings in memory.
* settings: move use_docked_mode to Controls group
`use_docked_mode` is set in the input settings and cannot be accessed from the
system settings. Grouping it with system settings causes it to be saved with
per-game settings, which may make transferring configs more difficult later on,
especially since docked mode cannot be set from within the game properties
dialog.
* configuration: Fix the other yuzu executables and a regression
In main.cpp, we have to get the title ID before the ROM is loaded, else the
renderer will reflect only the global settings and now the user's game specific
settings.
* settings: use a template to duplicate memory for each setting
Replaces the type of each variable in the Settings::Values struct with a new
class that allows basic data reading and writing. The new struct
Settings::Setting duplicates the data in memory and can manage global overrides
per each setting.
* configuration: correct add-ons config and swap settings when apropriate
Any add-ons interaction happens directly through the global values struct.
Swapping bewteen structs now also includes copying the necessary global configs
that cannot be changed nor saved in per-game settings. General and System config
menus now update based on whether it is viewing the global or per-game settings.
* settings: restore old values struct
No longer needed with the Settings::Setting class template.
* configuration: implement hierarchical game properties dialog
This sets the apropriate global or local data in each setting.
* clang format
* clang format take 2
can the docker container save this?
* address comments and style issues
* config: read and write settings with global awareness
Adds new functions to read and write settings while keeping the global state in
focus. Files now generated per-game are much smaller since often they only need
address the global state.
* settings: restore global state when necessary
Upon closing a game or the game properties dialog, we need to restore all global
settings to the original global state so that we can properly open the
configuration dialog or boot a different game.
* configuration: guard setting values incorrectly
This disables setting values while a game is running if the setting is
overwritten by a per game setting.
* config: don't write local settings in the global config
Simple guards to prevent writing the wrong settings in the wrong files.
* configuration: add comments, assume less, and clang format
No longer assumes that a disabled UI element means the global state is turned
off, instead opting to directly answer that question. Still however assumes a
game is running if it is in that state.
* configuration: fix a logic error
Should not be negated
* restore settings' global state regardless of accept/cancel
Fixes loading a properties dialog and causing the global config dialog to show
local settings.
* fix more logic errors
Fixed the frame limit would set the global setting from the game properties
dialog. Also strengthened the Settings::Setting member variables and simplified
the logic in config reading (ReadSettingGlobal).
* fix another logic error
In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered
condition.
* configure_audio: set toggle_stretched_audio to tristate
* fixed custom rtc and rng seed overwriting the global value
* clang format
* rebased
* clang format take 4
* address my own review
Basically revert unintended changes
* settings: literal instead of casting
"No need to cast, use 1U instead"
Thanks, Morph!
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
* Revert "settings: literal instead of casting
"
This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f.
* main: fix status buttons reporting wrong settings after stop emulation
* settings: Log UseDockedMode in the Controls group
This should have happened when use_docked_mode was moved over to the controls group
internally. This just reflects this in the log.
* main: load settings if the file has a title id
In other words, don't exit if the loader has trouble getting a title id.
* use a zero
* settings: initalize resolution factor with constructor instead of casting
* Revert "settings: initalize resolution factor with constructor instead of casting"
This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8.
* configure_graphics: guard device selector when Vulkan is global
Prevents the user from editing the device selector if Vulkan is the global
renderer backend. Also resets the vulkan_device variable when the users
switches back-and-forth between global and Vulkan.
* address reviewer concerns
Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static.
Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com>
* main: load per-game settings after LoadROM
This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug.
* Revert "main: load per-game settings after LoadROM"
This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804.
* main: only restore global settings when necessary
Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug.
* configuration_shared: address reviewer concerns except operator overrides
Dropping operator override usage in next commit.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
* settings: Drop operator overrides from Setting template
Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog.
* complete rebase
* configuration_shared: translate "Use global configuration"
Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared.
* configure_per_game: address reviewer concern
As far as I understand, it prevents the program from unnecessarily copying strings.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
Co-authored-by: VolcaEM <volcaem@users.noreply.github.com>
Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-10 02:42:09 +00:00
|
|
|
if (Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL) {
|
2020-03-25 02:58:49 +00:00
|
|
|
auto c = static_cast<OpenGLSharedContext*>(main_context.get());
|
|
|
|
// Bind the shared contexts to the main surface in case the backend wants to take over
|
|
|
|
// presentation
|
|
|
|
return std::make_unique<OpenGLSharedContext>(c->GetShareContext(),
|
|
|
|
child_widget->windowHandle());
|
2020-02-17 20:53:21 +00:00
|
|
|
}
|
2020-06-17 11:37:15 +00:00
|
|
|
#endif
|
2020-03-25 02:58:49 +00:00
|
|
|
return std::make_unique<DummyContext>();
|
2019-01-12 04:06:34 +00:00
|
|
|
}
|
|
|
|
|
2020-01-21 19:40:53 +00:00
|
|
|
bool GRenderWindow::InitRenderTarget() {
|
2020-02-17 20:53:21 +00:00
|
|
|
ReleaseRenderTarget();
|
2016-08-30 01:28:58 +00:00
|
|
|
|
2019-01-17 07:01:00 +00:00
|
|
|
first_frame = false;
|
|
|
|
|
configuration: implement per-game configurations (#4098)
* Switch game settings to use a pointer
In order to add full per-game settings, we need to be able to tell yuzu to switch
to using either the global or game configuration. Using a pointer makes it easier
to switch.
* configuration: add new UI without changing existing funcitonality
The new UI also adds General, System, Graphics, Advanced Graphics,
and Audio tabs, but as yet they do nothing. This commit keeps yuzu
to the same functionality as originally branched.
* configuration: Rename files
These weren't included in the last commit. Now they are.
* configuration: setup global configuration checkbox
Global config checkbox now enables/disables the appropriate tabs in the game
properties dialog. The use global configuration setting is now saved to the
config, defaulting to true. This also addresses some changes requested in the PR.
* configuration: swap to per-game config memory for properties dialog
Does not set memory going in-game. Swaps to game values when opening the
properties dialog, then swaps back when closing it. Uses a `memcpy` to swap.
Also implements saving config files, limited to certain groups of configurations
so as to not risk setting unsafe configurations.
* configuration: change config interfaces to use config-specific pointers
When a game is booted, we need to be able to open the configuration dialogs
without changing the settings pointer in the game's emualtion. A new pointer
specific to just the configuration dialogs can be used to separate changes
to just those config dialogs without affecting the emulation.
* configuration: boot a game using per-game settings
Swaps values where needed to boot a game.
* configuration: user correct config during emulation
Creates a new pointer specifically for modifying the configuration while
emulation is in progress. Both the regular configuration dialog and the game
properties dialog now use the pointer Settings::config_values to focus edits to
the correct struct.
* settings: split Settings::values into two different structs
By splitting the settings into two mutually exclusive structs, it becomes easier,
as a developer, to determine how to use the Settings structs after per-game
configurations is merged. Other benefits include only duplicating the required
settings in memory.
* settings: move use_docked_mode to Controls group
`use_docked_mode` is set in the input settings and cannot be accessed from the
system settings. Grouping it with system settings causes it to be saved with
per-game settings, which may make transferring configs more difficult later on,
especially since docked mode cannot be set from within the game properties
dialog.
* configuration: Fix the other yuzu executables and a regression
In main.cpp, we have to get the title ID before the ROM is loaded, else the
renderer will reflect only the global settings and now the user's game specific
settings.
* settings: use a template to duplicate memory for each setting
Replaces the type of each variable in the Settings::Values struct with a new
class that allows basic data reading and writing. The new struct
Settings::Setting duplicates the data in memory and can manage global overrides
per each setting.
* configuration: correct add-ons config and swap settings when apropriate
Any add-ons interaction happens directly through the global values struct.
Swapping bewteen structs now also includes copying the necessary global configs
that cannot be changed nor saved in per-game settings. General and System config
menus now update based on whether it is viewing the global or per-game settings.
* settings: restore old values struct
No longer needed with the Settings::Setting class template.
* configuration: implement hierarchical game properties dialog
This sets the apropriate global or local data in each setting.
* clang format
* clang format take 2
can the docker container save this?
* address comments and style issues
* config: read and write settings with global awareness
Adds new functions to read and write settings while keeping the global state in
focus. Files now generated per-game are much smaller since often they only need
address the global state.
* settings: restore global state when necessary
Upon closing a game or the game properties dialog, we need to restore all global
settings to the original global state so that we can properly open the
configuration dialog or boot a different game.
* configuration: guard setting values incorrectly
This disables setting values while a game is running if the setting is
overwritten by a per game setting.
* config: don't write local settings in the global config
Simple guards to prevent writing the wrong settings in the wrong files.
* configuration: add comments, assume less, and clang format
No longer assumes that a disabled UI element means the global state is turned
off, instead opting to directly answer that question. Still however assumes a
game is running if it is in that state.
* configuration: fix a logic error
Should not be negated
* restore settings' global state regardless of accept/cancel
Fixes loading a properties dialog and causing the global config dialog to show
local settings.
* fix more logic errors
Fixed the frame limit would set the global setting from the game properties
dialog. Also strengthened the Settings::Setting member variables and simplified
the logic in config reading (ReadSettingGlobal).
* fix another logic error
In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered
condition.
* configure_audio: set toggle_stretched_audio to tristate
* fixed custom rtc and rng seed overwriting the global value
* clang format
* rebased
* clang format take 4
* address my own review
Basically revert unintended changes
* settings: literal instead of casting
"No need to cast, use 1U instead"
Thanks, Morph!
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
* Revert "settings: literal instead of casting
"
This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f.
* main: fix status buttons reporting wrong settings after stop emulation
* settings: Log UseDockedMode in the Controls group
This should have happened when use_docked_mode was moved over to the controls group
internally. This just reflects this in the log.
* main: load settings if the file has a title id
In other words, don't exit if the loader has trouble getting a title id.
* use a zero
* settings: initalize resolution factor with constructor instead of casting
* Revert "settings: initalize resolution factor with constructor instead of casting"
This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8.
* configure_graphics: guard device selector when Vulkan is global
Prevents the user from editing the device selector if Vulkan is the global
renderer backend. Also resets the vulkan_device variable when the users
switches back-and-forth between global and Vulkan.
* address reviewer concerns
Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static.
Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com>
* main: load per-game settings after LoadROM
This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug.
* Revert "main: load per-game settings after LoadROM"
This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804.
* main: only restore global settings when necessary
Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug.
* configuration_shared: address reviewer concerns except operator overrides
Dropping operator override usage in next commit.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
* settings: Drop operator overrides from Setting template
Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog.
* complete rebase
* configuration_shared: translate "Use global configuration"
Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared.
* configure_per_game: address reviewer concern
As far as I understand, it prevents the program from unnecessarily copying strings.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
Co-authored-by: VolcaEM <volcaem@users.noreply.github.com>
Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-10 02:42:09 +00:00
|
|
|
switch (Settings::values.renderer_backend.GetValue()) {
|
2020-01-21 19:40:53 +00:00
|
|
|
case Settings::RendererBackend::OpenGL:
|
|
|
|
if (!InitializeOpenGL()) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case Settings::RendererBackend::Vulkan:
|
|
|
|
if (!InitializeVulkan()) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
2016-08-30 01:28:58 +00:00
|
|
|
|
2020-04-02 05:32:58 +00:00
|
|
|
// Update the Window System information with the new render target
|
|
|
|
window_info = GetWindowSystemInfo(child_widget->windowHandle());
|
|
|
|
|
2020-03-25 02:58:49 +00:00
|
|
|
child_widget->resize(Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height);
|
|
|
|
layout()->addWidget(child_widget);
|
2020-01-21 19:40:53 +00:00
|
|
|
// Reset minimum required size to avoid resizing issues on the main window after restarting.
|
2019-03-25 19:46:30 +00:00
|
|
|
setMinimumSize(1, 1);
|
|
|
|
|
2018-01-10 03:36:07 +00:00
|
|
|
resize(Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height);
|
2016-08-30 01:28:58 +00:00
|
|
|
|
|
|
|
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
|
|
|
|
OnFramebufferSizeChanged();
|
|
|
|
BackupGeometry();
|
2020-01-21 19:40:53 +00:00
|
|
|
|
configuration: implement per-game configurations (#4098)
* Switch game settings to use a pointer
In order to add full per-game settings, we need to be able to tell yuzu to switch
to using either the global or game configuration. Using a pointer makes it easier
to switch.
* configuration: add new UI without changing existing funcitonality
The new UI also adds General, System, Graphics, Advanced Graphics,
and Audio tabs, but as yet they do nothing. This commit keeps yuzu
to the same functionality as originally branched.
* configuration: Rename files
These weren't included in the last commit. Now they are.
* configuration: setup global configuration checkbox
Global config checkbox now enables/disables the appropriate tabs in the game
properties dialog. The use global configuration setting is now saved to the
config, defaulting to true. This also addresses some changes requested in the PR.
* configuration: swap to per-game config memory for properties dialog
Does not set memory going in-game. Swaps to game values when opening the
properties dialog, then swaps back when closing it. Uses a `memcpy` to swap.
Also implements saving config files, limited to certain groups of configurations
so as to not risk setting unsafe configurations.
* configuration: change config interfaces to use config-specific pointers
When a game is booted, we need to be able to open the configuration dialogs
without changing the settings pointer in the game's emualtion. A new pointer
specific to just the configuration dialogs can be used to separate changes
to just those config dialogs without affecting the emulation.
* configuration: boot a game using per-game settings
Swaps values where needed to boot a game.
* configuration: user correct config during emulation
Creates a new pointer specifically for modifying the configuration while
emulation is in progress. Both the regular configuration dialog and the game
properties dialog now use the pointer Settings::config_values to focus edits to
the correct struct.
* settings: split Settings::values into two different structs
By splitting the settings into two mutually exclusive structs, it becomes easier,
as a developer, to determine how to use the Settings structs after per-game
configurations is merged. Other benefits include only duplicating the required
settings in memory.
* settings: move use_docked_mode to Controls group
`use_docked_mode` is set in the input settings and cannot be accessed from the
system settings. Grouping it with system settings causes it to be saved with
per-game settings, which may make transferring configs more difficult later on,
especially since docked mode cannot be set from within the game properties
dialog.
* configuration: Fix the other yuzu executables and a regression
In main.cpp, we have to get the title ID before the ROM is loaded, else the
renderer will reflect only the global settings and now the user's game specific
settings.
* settings: use a template to duplicate memory for each setting
Replaces the type of each variable in the Settings::Values struct with a new
class that allows basic data reading and writing. The new struct
Settings::Setting duplicates the data in memory and can manage global overrides
per each setting.
* configuration: correct add-ons config and swap settings when apropriate
Any add-ons interaction happens directly through the global values struct.
Swapping bewteen structs now also includes copying the necessary global configs
that cannot be changed nor saved in per-game settings. General and System config
menus now update based on whether it is viewing the global or per-game settings.
* settings: restore old values struct
No longer needed with the Settings::Setting class template.
* configuration: implement hierarchical game properties dialog
This sets the apropriate global or local data in each setting.
* clang format
* clang format take 2
can the docker container save this?
* address comments and style issues
* config: read and write settings with global awareness
Adds new functions to read and write settings while keeping the global state in
focus. Files now generated per-game are much smaller since often they only need
address the global state.
* settings: restore global state when necessary
Upon closing a game or the game properties dialog, we need to restore all global
settings to the original global state so that we can properly open the
configuration dialog or boot a different game.
* configuration: guard setting values incorrectly
This disables setting values while a game is running if the setting is
overwritten by a per game setting.
* config: don't write local settings in the global config
Simple guards to prevent writing the wrong settings in the wrong files.
* configuration: add comments, assume less, and clang format
No longer assumes that a disabled UI element means the global state is turned
off, instead opting to directly answer that question. Still however assumes a
game is running if it is in that state.
* configuration: fix a logic error
Should not be negated
* restore settings' global state regardless of accept/cancel
Fixes loading a properties dialog and causing the global config dialog to show
local settings.
* fix more logic errors
Fixed the frame limit would set the global setting from the game properties
dialog. Also strengthened the Settings::Setting member variables and simplified
the logic in config reading (ReadSettingGlobal).
* fix another logic error
In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered
condition.
* configure_audio: set toggle_stretched_audio to tristate
* fixed custom rtc and rng seed overwriting the global value
* clang format
* rebased
* clang format take 4
* address my own review
Basically revert unintended changes
* settings: literal instead of casting
"No need to cast, use 1U instead"
Thanks, Morph!
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
* Revert "settings: literal instead of casting
"
This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f.
* main: fix status buttons reporting wrong settings after stop emulation
* settings: Log UseDockedMode in the Controls group
This should have happened when use_docked_mode was moved over to the controls group
internally. This just reflects this in the log.
* main: load settings if the file has a title id
In other words, don't exit if the loader has trouble getting a title id.
* use a zero
* settings: initalize resolution factor with constructor instead of casting
* Revert "settings: initalize resolution factor with constructor instead of casting"
This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8.
* configure_graphics: guard device selector when Vulkan is global
Prevents the user from editing the device selector if Vulkan is the global
renderer backend. Also resets the vulkan_device variable when the users
switches back-and-forth between global and Vulkan.
* address reviewer concerns
Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static.
Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com>
* main: load per-game settings after LoadROM
This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug.
* Revert "main: load per-game settings after LoadROM"
This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804.
* main: only restore global settings when necessary
Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug.
* configuration_shared: address reviewer concerns except operator overrides
Dropping operator override usage in next commit.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
* settings: Drop operator overrides from Setting template
Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog.
* complete rebase
* configuration_shared: translate "Use global configuration"
Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared.
* configure_per_game: address reviewer concern
As far as I understand, it prevents the program from unnecessarily copying strings.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
Co-authored-by: VolcaEM <volcaem@users.noreply.github.com>
Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-10 02:42:09 +00:00
|
|
|
if (Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL) {
|
2020-01-21 19:40:53 +00:00
|
|
|
if (!LoadOpenGL()) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
2016-08-30 01:28:58 +00:00
|
|
|
}
|
|
|
|
|
2020-02-17 20:53:21 +00:00
|
|
|
void GRenderWindow::ReleaseRenderTarget() {
|
|
|
|
if (child_widget) {
|
|
|
|
layout()->removeWidget(child_widget);
|
2020-03-25 02:58:49 +00:00
|
|
|
child_widget->deleteLater();
|
2020-02-17 20:53:21 +00:00
|
|
|
child_widget = nullptr;
|
|
|
|
}
|
2020-03-25 02:58:49 +00:00
|
|
|
main_context.reset();
|
2020-02-17 20:53:21 +00:00
|
|
|
}
|
|
|
|
|
2019-05-29 06:14:24 +00:00
|
|
|
void GRenderWindow::CaptureScreenshot(u32 res_scale, const QString& screenshot_path) {
|
2018-08-31 06:16:16 +00:00
|
|
|
auto& renderer = Core::System::GetInstance().Renderer();
|
|
|
|
|
2019-05-29 06:14:24 +00:00
|
|
|
if (res_scale == 0) {
|
2018-08-31 06:16:16 +00:00
|
|
|
res_scale = VideoCore::GetResolutionScaleFactor(renderer);
|
2019-05-29 06:14:24 +00:00
|
|
|
}
|
2018-08-31 06:16:16 +00:00
|
|
|
|
|
|
|
const Layout::FramebufferLayout layout{Layout::FrameLayoutFromResolutionScale(res_scale)};
|
|
|
|
screenshot_image = QImage(QSize(layout.width, layout.height), QImage::Format_RGB32);
|
2019-05-29 06:24:29 +00:00
|
|
|
renderer.RequestScreenshot(
|
|
|
|
screenshot_image.bits(),
|
2020-08-03 15:28:18 +00:00
|
|
|
[=, this] {
|
2019-05-29 06:24:29 +00:00
|
|
|
const std::string std_screenshot_path = screenshot_path.toStdString();
|
|
|
|
if (screenshot_image.mirrored(false, true).save(screenshot_path)) {
|
|
|
|
LOG_INFO(Frontend, "Screenshot saved to \"{}\"", std_screenshot_path);
|
|
|
|
} else {
|
|
|
|
LOG_ERROR(Frontend, "Failed to save screenshot to \"{}\"", std_screenshot_path);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
layout);
|
2018-08-31 06:16:16 +00:00
|
|
|
}
|
|
|
|
|
2020-11-17 05:33:38 +00:00
|
|
|
bool GRenderWindow::IsLoadingComplete() const {
|
|
|
|
return first_frame;
|
|
|
|
}
|
|
|
|
|
2019-05-29 06:02:36 +00:00
|
|
|
void GRenderWindow::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
|
2014-11-19 09:02:05 +00:00
|
|
|
setMinimumSize(minimal_size.first, minimal_size.second);
|
2014-10-12 20:46:33 +00:00
|
|
|
}
|
2015-04-29 04:01:41 +00:00
|
|
|
|
2020-01-21 19:40:53 +00:00
|
|
|
bool GRenderWindow::InitializeOpenGL() {
|
2020-06-17 11:37:15 +00:00
|
|
|
#ifdef HAS_OPENGL
|
2020-01-21 19:40:53 +00:00
|
|
|
// TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground,
|
|
|
|
// WA_DontShowOnScreen, WA_DeleteOnClose
|
2020-03-25 02:58:49 +00:00
|
|
|
auto child = new OpenGLRenderWidget(this);
|
|
|
|
child_widget = child;
|
|
|
|
child_widget->windowHandle()->create();
|
|
|
|
auto context = std::make_shared<OpenGLSharedContext>(child->windowHandle());
|
|
|
|
main_context = context;
|
|
|
|
child->SetContext(
|
|
|
|
std::make_unique<OpenGLSharedContext>(context->GetShareContext(), child->windowHandle()));
|
2020-01-21 19:40:53 +00:00
|
|
|
|
|
|
|
return true;
|
2020-06-17 11:37:15 +00:00
|
|
|
#else
|
|
|
|
QMessageBox::warning(this, tr("OpenGL not available!"),
|
|
|
|
tr("yuzu has not been compiled with OpenGL support."));
|
|
|
|
return false;
|
|
|
|
#endif
|
2020-01-21 19:40:53 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bool GRenderWindow::InitializeVulkan() {
|
2020-04-02 05:32:58 +00:00
|
|
|
auto child = new VulkanRenderWidget(this);
|
2020-03-25 02:58:49 +00:00
|
|
|
child_widget = child;
|
|
|
|
child_widget->windowHandle()->create();
|
|
|
|
main_context = std::make_unique<DummyContext>();
|
2020-02-18 02:29:12 +00:00
|
|
|
|
2020-01-21 19:40:53 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool GRenderWindow::LoadOpenGL() {
|
2020-03-25 02:58:49 +00:00
|
|
|
auto context = CreateSharedContext();
|
|
|
|
auto scope = context->Acquire();
|
2020-01-21 19:40:53 +00:00
|
|
|
if (!gladLoadGL()) {
|
2020-11-10 03:55:05 +00:00
|
|
|
QMessageBox::warning(
|
2020-11-10 03:12:41 +00:00
|
|
|
this, tr("Error while initializing OpenGL!"),
|
|
|
|
tr("Your GPU may not support OpenGL, or you do not have the latest graphics driver."));
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2020-11-10 03:55:05 +00:00
|
|
|
const QString renderer =
|
|
|
|
QString::fromUtf8(reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
|
2020-11-10 03:12:41 +00:00
|
|
|
|
2021-02-07 21:32:21 +00:00
|
|
|
if (!GLAD_GL_VERSION_4_6) {
|
|
|
|
LOG_ERROR(Frontend, "GPU does not support OpenGL 4.6: {}", renderer.toStdString());
|
|
|
|
QMessageBox::warning(this, tr("Error while initializing OpenGL 4.6!"),
|
|
|
|
tr("Your GPU may not support OpenGL 4.6, or you do not have the "
|
2020-11-10 03:55:05 +00:00
|
|
|
"latest graphics driver.<br><br>GL Renderer:<br>%1")
|
|
|
|
.arg(renderer));
|
2020-01-21 19:40:53 +00:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
QStringList unsupported_gl_extensions = GetUnsupportedGLExtensions();
|
|
|
|
if (!unsupported_gl_extensions.empty()) {
|
2020-11-10 03:55:05 +00:00
|
|
|
QMessageBox::warning(
|
2020-01-21 19:40:53 +00:00
|
|
|
this, tr("Error while initializing OpenGL!"),
|
|
|
|
tr("Your GPU may not support one or more required OpenGL extensions. Please ensure you "
|
2020-11-10 03:12:41 +00:00
|
|
|
"have the latest graphics driver.<br><br>GL Renderer:<br>%1<br><br>Unsupported "
|
|
|
|
"extensions:<br>%2")
|
|
|
|
.arg(renderer)
|
|
|
|
.arg(unsupported_gl_extensions.join(QStringLiteral("<br>"))));
|
2020-01-21 19:40:53 +00:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
QStringList GRenderWindow::GetUnsupportedGLExtensions() const {
|
|
|
|
QStringList unsupported_ext;
|
|
|
|
|
|
|
|
// Extensions required to support some texture formats.
|
2021-02-07 21:32:21 +00:00
|
|
|
if (!GLAD_GL_EXT_texture_compression_s3tc) {
|
2020-01-21 19:40:53 +00:00
|
|
|
unsupported_ext.append(QStringLiteral("EXT_texture_compression_s3tc"));
|
2021-02-07 21:32:21 +00:00
|
|
|
}
|
|
|
|
if (!GLAD_GL_ARB_texture_compression_rgtc) {
|
2020-01-21 19:40:53 +00:00
|
|
|
unsupported_ext.append(QStringLiteral("ARB_texture_compression_rgtc"));
|
2021-02-07 21:32:21 +00:00
|
|
|
}
|
2020-01-21 19:40:53 +00:00
|
|
|
|
2020-11-10 03:55:05 +00:00
|
|
|
if (!unsupported_ext.empty()) {
|
|
|
|
LOG_ERROR(Frontend, "GPU does not support all required extensions: {}",
|
|
|
|
glGetString(GL_RENDERER));
|
|
|
|
}
|
|
|
|
for (const QString& ext : unsupported_ext) {
|
|
|
|
LOG_ERROR(Frontend, "Unsupported GL extension: {}", ext.toStdString());
|
|
|
|
}
|
2020-01-21 19:40:53 +00:00
|
|
|
|
|
|
|
return unsupported_ext;
|
|
|
|
}
|
|
|
|
|
2015-04-30 23:46:50 +00:00
|
|
|
void GRenderWindow::OnEmulationStarting(EmuThread* emu_thread) {
|
2015-04-29 04:01:41 +00:00
|
|
|
this->emu_thread = emu_thread;
|
|
|
|
}
|
|
|
|
|
2015-04-30 23:46:50 +00:00
|
|
|
void GRenderWindow::OnEmulationStopping() {
|
2015-04-29 04:01:41 +00:00
|
|
|
emu_thread = nullptr;
|
|
|
|
}
|
2015-09-04 13:55:48 +00:00
|
|
|
|
2016-09-18 00:38:01 +00:00
|
|
|
void GRenderWindow::showEvent(QShowEvent* event) {
|
2015-09-04 13:55:48 +00:00
|
|
|
QWidget::showEvent(event);
|
|
|
|
|
2016-09-19 01:01:46 +00:00
|
|
|
// windowHandle() is not initialized until the Window is shown, so we connect it here.
|
2018-01-19 01:03:13 +00:00
|
|
|
connect(windowHandle(), &QWindow::screenChanged, this, &GRenderWindow::OnFramebufferSizeChanged,
|
|
|
|
Qt::UniqueConnection);
|
2015-09-04 13:55:48 +00:00
|
|
|
}
|
2020-12-30 19:41:14 +00:00
|
|
|
|
|
|
|
bool GRenderWindow::eventFilter(QObject* object, QEvent* event) {
|
|
|
|
if (event->type() == QEvent::HoverMove) {
|
2021-02-03 18:34:25 +00:00
|
|
|
if (Settings::values.mouse_panning) {
|
|
|
|
auto* hover_event = static_cast<QMouseEvent*>(event);
|
|
|
|
mouseMoveEvent(hover_event);
|
|
|
|
return false;
|
|
|
|
}
|
2020-12-30 19:41:14 +00:00
|
|
|
emit MouseActivity();
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|