mirror of
https://github.com/ryujinx-mirror/ryujinx.git
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deb99d2cae
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
429 lines
14 KiB
C#
429 lines
14 KiB
C#
using ARMeilleure.Translation;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.GAL.Multithreading;
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using Ryujinx.HLE.HOS.Applets;
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using Ryujinx.HLE.HOS.Services.Am.AppletOE.ApplicationProxyService.ApplicationProxy.Types;
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using Ryujinx.HLE.Ui;
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using Ryujinx.Input;
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using Ryujinx.Input.HLE;
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using Ryujinx.SDL2.Common;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading;
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using static SDL2.SDL;
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using Switch = Ryujinx.HLE.Switch;
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namespace Ryujinx.Headless.SDL2
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{
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abstract class WindowBase : IHostUiHandler, IDisposable
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{
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protected const int DefaultWidth = 1280;
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protected const int DefaultHeight = 720;
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private const SDL_WindowFlags DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI | SDL_WindowFlags.SDL_WINDOW_RESIZABLE | SDL_WindowFlags.SDL_WINDOW_INPUT_FOCUS | SDL_WindowFlags.SDL_WINDOW_SHOWN;
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private const int TargetFps = 60;
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public NpadManager NpadManager { get; }
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public TouchScreenManager TouchScreenManager { get; }
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public Switch Device { get; private set; }
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public IRenderer Renderer { get; private set; }
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public event EventHandler<StatusUpdatedEventArgs> StatusUpdatedEvent;
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protected IntPtr WindowHandle { get; set; }
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public IHostUiTheme HostUiTheme { get; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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protected SDL2MouseDriver MouseDriver;
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private InputManager _inputManager;
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private IKeyboard _keyboardInterface;
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private GraphicsDebugLevel _glLogLevel;
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private readonly Stopwatch _chrono;
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private readonly long _ticksPerFrame;
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private readonly CancellationTokenSource _gpuCancellationTokenSource;
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private readonly ManualResetEvent _exitEvent;
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private long _ticks;
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private bool _isActive;
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private bool _isStopped;
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private uint _windowId;
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private string _gpuVendorName;
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private AspectRatio _aspectRatio;
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private bool _enableMouse;
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public WindowBase(InputManager inputManager, GraphicsDebugLevel glLogLevel, AspectRatio aspectRatio, bool enableMouse)
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{
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MouseDriver = new SDL2MouseDriver();
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_inputManager = inputManager;
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_inputManager.SetMouseDriver(MouseDriver);
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NpadManager = _inputManager.CreateNpadManager();
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TouchScreenManager = _inputManager.CreateTouchScreenManager();
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_keyboardInterface = (IKeyboard)_inputManager.KeyboardDriver.GetGamepad("0");
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_glLogLevel = glLogLevel;
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_chrono = new Stopwatch();
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_ticksPerFrame = Stopwatch.Frequency / TargetFps;
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_gpuCancellationTokenSource = new CancellationTokenSource();
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_exitEvent = new ManualResetEvent(false);
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_aspectRatio = aspectRatio;
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_enableMouse = enableMouse;
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HostUiTheme = new HeadlessHostUiTheme();
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SDL2Driver.Instance.Initialize();
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}
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public void Initialize(Switch device, List<InputConfig> inputConfigs, bool enableKeyboard, bool enableMouse)
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{
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Device = device;
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IRenderer renderer = Device.Gpu.Renderer;
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if (renderer is ThreadedRenderer tr)
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{
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renderer = tr.BaseRenderer;
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}
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Renderer = renderer;
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NpadManager.Initialize(device, inputConfigs, enableKeyboard, enableMouse);
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TouchScreenManager.Initialize(device);
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}
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private void InitializeWindow()
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{
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string titleNameSection = string.IsNullOrWhiteSpace(Device.Application.TitleName) ? string.Empty
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: $" - {Device.Application.TitleName}";
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string titleVersionSection = string.IsNullOrWhiteSpace(Device.Application.DisplayVersion) ? string.Empty
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: $" v{Device.Application.DisplayVersion}";
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string titleIdSection = string.IsNullOrWhiteSpace(Device.Application.TitleIdText) ? string.Empty
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: $" ({Device.Application.TitleIdText.ToUpper()})";
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string titleArchSection = Device.Application.TitleIs64Bit ? " (64-bit)" : " (32-bit)";
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WindowHandle = SDL_CreateWindow($"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, DefaultWidth, DefaultHeight, DefaultFlags | GetWindowFlags());
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if (WindowHandle == IntPtr.Zero)
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{
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string errorMessage = $"SDL_CreateWindow failed with error \"{SDL_GetError()}\"";
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Logger.Error?.Print(LogClass.Application, errorMessage);
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throw new Exception(errorMessage);
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}
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_windowId = SDL_GetWindowID(WindowHandle);
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SDL2Driver.Instance.RegisterWindow(_windowId, HandleWindowEvent);
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Width = DefaultWidth;
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Height = DefaultHeight;
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}
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private void HandleWindowEvent(SDL_Event evnt)
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{
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if (evnt.type == SDL_EventType.SDL_WINDOWEVENT)
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{
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switch (evnt.window.windowEvent)
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{
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case SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:
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Width = evnt.window.data1;
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Height = evnt.window.data2;
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Renderer?.Window.SetSize(Width, Height);
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MouseDriver.SetClientSize(Width, Height);
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break;
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case SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE:
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Exit();
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break;
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default:
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break;
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}
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}
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else
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{
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MouseDriver.Update(evnt);
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}
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}
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protected abstract void InitializeRenderer();
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protected abstract void FinalizeRenderer();
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protected abstract void SwapBuffers(object image);
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protected abstract string GetGpuVendorName();
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public abstract SDL_WindowFlags GetWindowFlags();
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public void Render()
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{
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InitializeRenderer();
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Device.Gpu.Renderer.Initialize(_glLogLevel);
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_gpuVendorName = GetGpuVendorName();
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Device.Gpu.Renderer.RunLoop(() =>
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{
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Device.Gpu.SetGpuThread();
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Device.Gpu.InitializeShaderCache(_gpuCancellationTokenSource.Token);
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Translator.IsReadyForTranslation.Set();
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while (_isActive)
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{
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if (_isStopped)
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{
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return;
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}
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_ticks += _chrono.ElapsedTicks;
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_chrono.Restart();
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if (Device.WaitFifo())
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{
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Device.Statistics.RecordFifoStart();
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Device.ProcessFrame();
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Device.Statistics.RecordFifoEnd();
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}
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while (Device.ConsumeFrameAvailable())
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{
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Device.PresentFrame((texture) => { SwapBuffers(texture); });
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}
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if (_ticks >= _ticksPerFrame)
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{
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string dockedMode = Device.System.State.DockedMode ? "Docked" : "Handheld";
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float scale = Graphics.Gpu.GraphicsConfig.ResScale;
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if (scale != 1)
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{
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dockedMode += $" ({scale}x)";
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}
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StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs(
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Device.EnableDeviceVsync,
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dockedMode,
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Device.Configuration.AspectRatio.ToText(),
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$"Game: {Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)",
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$"FIFO: {Device.Statistics.GetFifoPercent():0.00} %",
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$"GPU: {_gpuVendorName}"));
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
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}
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}
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});
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FinalizeRenderer();
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}
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public void Exit()
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{
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TouchScreenManager?.Dispose();
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NpadManager?.Dispose();
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if (_isStopped)
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{
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return;
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}
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_gpuCancellationTokenSource.Cancel();
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_isStopped = true;
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_isActive = false;
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_exitEvent.WaitOne();
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_exitEvent.Dispose();
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}
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public void MainLoop()
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{
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while (_isActive)
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{
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UpdateFrame();
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SDL_PumpEvents();
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// Polling becomes expensive if it's not slept
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Thread.Sleep(1);
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}
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_exitEvent.Set();
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}
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private void NVStutterWorkaround()
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{
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while (_isActive)
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{
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// When NVIDIA Threaded Optimization is on, the driver will snapshot all threads in the system whenever the application creates any new ones.
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// The ThreadPool has something called a "GateThread" which terminates itself after some inactivity.
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// However, it immediately starts up again, since the rules regarding when to terminate and when to start differ.
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// This creates a new thread every second or so.
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// The main problem with this is that the thread snapshot can take 70ms, is on the OpenGL thread and will delay rendering any graphics.
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// This is a little over budget on a frame time of 16ms, so creates a large stutter.
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// The solution is to keep the ThreadPool active so that it never has a reason to terminate the GateThread.
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// TODO: This should be removed when the issue with the GateThread is resolved.
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ThreadPool.QueueUserWorkItem((state) => { });
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Thread.Sleep(300);
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}
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}
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private bool UpdateFrame()
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{
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if (!_isActive)
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{
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return true;
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}
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if (_isStopped)
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{
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return false;
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}
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NpadManager.Update();
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// Touchscreen
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bool hasTouch = false;
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// Get screen touch position
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if (!_enableMouse)
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{
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hasTouch = TouchScreenManager.Update(true, (_inputManager.MouseDriver as SDL2MouseDriver).IsButtonPressed(MouseButton.Button1), _aspectRatio.ToFloat());
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}
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if (!hasTouch)
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{
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TouchScreenManager.Update(false);
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}
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Device.Hid.DebugPad.Update();
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return true;
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}
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public void Execute()
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{
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_chrono.Restart();
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_isActive = true;
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InitializeWindow();
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Thread renderLoopThread = new Thread(Render)
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{
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Name = "GUI.RenderLoop"
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};
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renderLoopThread.Start();
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Thread nvStutterWorkaround = null;
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if (Renderer is Graphics.OpenGL.Renderer)
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{
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nvStutterWorkaround = new Thread(NVStutterWorkaround)
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{
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Name = "GUI.NVStutterWorkaround"
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};
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nvStutterWorkaround.Start();
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}
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MainLoop();
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renderLoopThread.Join();
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nvStutterWorkaround?.Join();
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Exit();
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}
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public bool DisplayInputDialog(SoftwareKeyboardUiArgs args, out string userText)
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{
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// SDL2 doesn't support input dialogs
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userText = "Ryujinx";
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return true;
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}
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public bool DisplayMessageDialog(string title, string message)
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{
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SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags.SDL_MESSAGEBOX_INFORMATION, title, message, WindowHandle);
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return true;
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}
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public bool DisplayMessageDialog(ControllerAppletUiArgs args)
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{
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string playerCount = args.PlayerCountMin == args.PlayerCountMax ? $"exactly {args.PlayerCountMin}" : $"{args.PlayerCountMin}-{args.PlayerCountMax}";
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string message = $"Application requests {playerCount} player(s) with:\n\n"
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+ $"TYPES: {args.SupportedStyles}\n\n"
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+ $"PLAYERS: {string.Join(", ", args.SupportedPlayers)}\n\n"
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+ (args.IsDocked ? "Docked mode set. Handheld is also invalid.\n\n" : "")
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+ "Please reconfigure Input now and then press OK.";
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return DisplayMessageDialog("Controller Applet", message);
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}
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public IDynamicTextInputHandler CreateDynamicTextInputHandler()
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{
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return new HeadlessDynamicTextInputHandler();
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}
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public void ExecuteProgram(Switch device, ProgramSpecifyKind kind, ulong value)
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{
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device.Configuration.UserChannelPersistence.ExecuteProgram(kind, value);
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Exit();
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}
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public bool DisplayErrorAppletDialog(string title, string message, string[] buttonsText)
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{
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SDL_MessageBoxData data = new SDL_MessageBoxData
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{
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title = title,
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message = message,
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buttons = new SDL_MessageBoxButtonData[buttonsText.Length],
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numbuttons = buttonsText.Length,
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window = WindowHandle
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};
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for (int i = 0; i < buttonsText.Length; i++)
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{
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data.buttons[i] = new SDL_MessageBoxButtonData
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{
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buttonid = i,
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text = buttonsText[i]
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};
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}
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SDL_ShowMessageBox(ref data, out int _);
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return true;
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_isActive = false;
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TouchScreenManager?.Dispose();
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NpadManager.Dispose();
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SDL2Driver.Instance.UnregisterWindow(_windowId);
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SDL_DestroyWindow(WindowHandle);
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SDL2Driver.Instance.Dispose();
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}
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}
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}
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}
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