yuzu_tester: Add SDL2-based EmuWindow that doesn't show the window

This commit is contained in:
Zach Hilman 2019-03-25 20:30:57 -04:00
parent 819006d0d3
commit ae5a46256e
2 changed files with 164 additions and 0 deletions

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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>
#define SDL_MAIN_HANDLED
#include <SDL.h>
#include <fmt/format.h>
#include <glad/glad.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_HideWindow(render_window);
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();
DoneCurrent();
}
EmuWindow_SDL2_Hide::~EmuWindow_SDL2_Hide() {
InputCommon::Shutdown();
SDL_GL_DeleteContext(gl_context);
SDL_Quit();
}
void EmuWindow_SDL2_Hide::SwapBuffers() {
SDL_GL_SwapWindow(render_window);
}
void EmuWindow_SDL2_Hide::PollEvents() {}
void EmuWindow_SDL2_Hide::MakeCurrent() {
SDL_GL_MakeCurrent(render_window, gl_context);
}
void EmuWindow_SDL2_Hide::DoneCurrent() {
SDL_GL_MakeCurrent(render_window, nullptr);
}

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// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "core/frontend/emu_window.h"
struct SDL_Window;
class EmuWindow_SDL2_Hide : public Core::Frontend::EmuWindow {
public:
explicit EmuWindow_SDL2_Hide();
~EmuWindow_SDL2_Hide();
/// Swap buffers to display the next frame
void SwapBuffers() override;
/// Polls window events
void PollEvents() override;
/// Makes the graphics context current for the caller thread
void MakeCurrent() override;
/// Releases the GL context from the caller thread
void DoneCurrent() override;
/// Whether the window is still open, and a close request hasn't yet been sent
bool IsOpen() const;
private:
/// Whether the GPU and driver supports the OpenGL extension required
bool SupportsRequiredGLExtensions();
/// Internal SDL2 render window
SDL_Window* render_window;
using SDL_GLContext = void*;
/// The OpenGL context associated with the window
SDL_GLContext gl_context;
};