yuzu/src/yuzu_tester/emu_window/emu_window_sdl2_hide.cpp

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// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <cstdlib>
#include <string>
#include <fmt/format.h>
#define SDL_MAIN_HANDLED
#include <SDL.h>
#include <glad/glad.h>
#include "common/assert.h"
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "core/settings.h"
#include "input_common/main.h"
#include "yuzu_tester/emu_window/emu_window_sdl2_hide.h"
bool EmuWindow_SDL2_Hide::SupportsRequiredGLExtensions() {
std::vector<std::string> unsupported_ext;
if (!GLAD_GL_ARB_direct_state_access)
unsupported_ext.push_back("ARB_direct_state_access");
if (!GLAD_GL_ARB_vertex_type_10f_11f_11f_rev)
unsupported_ext.push_back("ARB_vertex_type_10f_11f_11f_rev");
if (!GLAD_GL_ARB_texture_mirror_clamp_to_edge)
unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
if (!GLAD_GL_ARB_multi_bind)
unsupported_ext.push_back("ARB_multi_bind");
// Extensions required to support some texture formats.
if (!GLAD_GL_EXT_texture_compression_s3tc)
unsupported_ext.push_back("EXT_texture_compression_s3tc");
if (!GLAD_GL_ARB_texture_compression_rgtc)
unsupported_ext.push_back("ARB_texture_compression_rgtc");
if (!GLAD_GL_ARB_depth_buffer_float)
unsupported_ext.push_back("ARB_depth_buffer_float");
for (const std::string& ext : unsupported_ext)
LOG_CRITICAL(Frontend, "Unsupported GL extension: {}", ext);
return unsupported_ext.empty();
}
EmuWindow_SDL2_Hide::EmuWindow_SDL2_Hide() {
// Initialize the window
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
exit(1);
}
InputCommon::Init();
SDL_SetMainReady();
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
std::string window_title = fmt::format("yuzu-tester {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
render_window = SDL_CreateWindow(window_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_HIDDEN);
if (render_window == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 window! {}", SDL_GetError());
exit(1);
}
gl_context = SDL_GL_CreateContext(render_window);
if (gl_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context! {}", SDL_GetError());
exit(1);
}
if (!gladLoadGLLoader(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
LOG_CRITICAL(Frontend, "Failed to initialize GL functions! {}", SDL_GetError());
exit(1);
}
if (!SupportsRequiredGLExtensions()) {
LOG_CRITICAL(Frontend, "GPU does not support all required OpenGL extensions! Exiting...");
exit(1);
}
SDL_PumpEvents();
SDL_GL_SetSwapInterval(false);
LOG_INFO(Frontend, "yuzu-tester Version: {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
Settings::LogSettings();
}
EmuWindow_SDL2_Hide::~EmuWindow_SDL2_Hide() {
InputCommon::Shutdown();
SDL_GL_DeleteContext(gl_context);
SDL_Quit();
}
void EmuWindow_SDL2_Hide::PollEvents() {}
bool EmuWindow_SDL2_Hide::IsShown() const {
return false;
}
class SDLGLContext : public Core::Frontend::GraphicsContext {
public:
explicit SDLGLContext() {
// create a hidden window to make the shared context against
window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
}
~SDLGLContext() {
DoneCurrent();
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
void MakeCurrent() override {
SDL_GL_MakeCurrent(window, context);
}
void DoneCurrent() override {
SDL_GL_MakeCurrent(window, nullptr);
}
private:
SDL_Window* window;
SDL_GLContext context;
};
std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_Hide::CreateSharedContext() const {
return std::make_unique<SDLGLContext>();
}