Compare commits
4 Commits
Author | SHA1 | Date | |
---|---|---|---|
|
eca8808649 | ||
|
f6c3f1cdfd | ||
|
8026e1c804 | ||
|
d9f9bbfaa6 |
@@ -21,7 +21,7 @@
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||||
<PackageVersion Include="LibHac" Version="0.18.0" />
|
||||
<PackageVersion Include="Microsoft.CodeAnalysis.Analyzers" Version="3.3.4" />
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||||
<PackageVersion Include="Microsoft.CodeAnalysis.CSharp" Version="4.6.0" />
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||||
<PackageVersion Include="Microsoft.NET.Test.Sdk" Version="17.6.3" />
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||||
<PackageVersion Include="Microsoft.NET.Test.Sdk" Version="17.7.2" />
|
||||
<PackageVersion Include="Microsoft.IO.RecyclableMemoryStream" Version="2.3.2" />
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<PackageVersion Include="MsgPack.Cli" Version="1.0.1" />
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<PackageVersion Include="NUnit" Version="3.13.3" />
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|
@@ -335,6 +335,45 @@ namespace Ryujinx.Graphics.GAL
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return 1;
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}
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/// <summary>
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/// Checks if the texture format is a depth or depth-stencil format.
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/// </summary>
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/// <param name="format">Texture format</param>
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/// <returns>True if the format is a depth or depth-stencil format, false otherwise</returns>
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public static bool HasDepth(this Format format)
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{
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switch (format)
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{
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case Format.D16Unorm:
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case Format.D24UnormS8Uint:
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case Format.S8UintD24Unorm:
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case Format.D32Float:
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case Format.D32FloatS8Uint:
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks if the texture format is a stencil or depth-stencil format.
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/// </summary>
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/// <param name="format">Texture format</param>
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/// <returns>True if the format is a stencil or depth-stencil format, false otherwise</returns>
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public static bool HasStencil(this Format format)
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{
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switch (format)
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{
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case Format.D24UnormS8Uint:
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case Format.S8UintD24Unorm:
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case Format.D32FloatS8Uint:
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case Format.S8Uint:
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks if the texture format is valid to use as image format.
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/// </summary>
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@@ -1,6 +1,7 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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@@ -806,25 +807,69 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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updateFlags |= RenderTargetUpdateFlags.Layered;
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}
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if (clearDepth || clearStencil)
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bool clearDS = clearDepth || clearStencil;
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if (clearDS)
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{
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updateFlags |= RenderTargetUpdateFlags.UpdateDepthStencil;
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}
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engine.UpdateRenderTargetState(updateFlags, singleUse: componentMask != 0 ? index : -1);
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// If there is a mismatch on the host clip region and the one explicitly defined by the guest
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// on the screen scissor state, then we need to force only one texture to be bound to avoid
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// host clipping.
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var screenScissorState = _state.State.ScreenScissorState;
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bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
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bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
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if (clearDS || componentMask == 15)
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{
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// A full clear if scissor is disabled, or it matches the screen scissor state.
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bool fullClear = screenScissorState.X == 0 && screenScissorState.Y == 0;
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if (fullClear && clearAffectedByScissor && _state.State.ScissorState[0].Enable)
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{
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ref var scissorState = ref _state.State.ScissorState[0];
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fullClear = scissorState.X1 == screenScissorState.X &&
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scissorState.Y1 == screenScissorState.Y &&
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scissorState.X2 >= screenScissorState.X + screenScissorState.Width &&
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scissorState.Y2 >= screenScissorState.Y + screenScissorState.Height;
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}
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if (fullClear && clearDS)
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{
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// Must clear all aspects of the depth-stencil format.
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FormatInfo dsFormat = _state.State.RtDepthStencilState.Format.Convert();
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bool hasDepth = dsFormat.Format.HasDepth();
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bool hasStencil = dsFormat.Format.HasStencil();
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if (hasStencil && (!clearStencil || (clearAffectedByStencilMask && _state.State.StencilTestState.FrontMask != 0xff)))
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{
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fullClear = false;
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}
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else if (hasDepth && !clearDepth)
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{
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fullClear = false;
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}
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}
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if (fullClear)
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{
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updateFlags |= RenderTargetUpdateFlags.DiscardClip;
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}
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}
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engine.UpdateRenderTargetState(updateFlags, singleUse: componentMask != 0 ? index : -1);
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// Must happen after UpdateRenderTargetState to have up-to-date clip region values.
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bool clipMismatch = (screenScissorState.X | screenScissorState.Y) != 0 ||
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screenScissorState.Width != _channel.TextureManager.ClipRegionWidth ||
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screenScissorState.Height != _channel.TextureManager.ClipRegionHeight;
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bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
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bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
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bool needsCustomScissor = !clearAffectedByScissor || clipMismatch;
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// Scissor and rasterizer discard also affect clears.
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@@ -33,6 +33,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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UpdateDepthStencil = 1 << 3,
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/// <summary>
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/// Indicates that the data in the clip region can be discarded for the next use.
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/// </summary>
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DiscardClip = 1 << 4,
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/// <summary>
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/// Default update flags for draw.
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/// </summary>
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@@ -447,6 +447,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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bool useControl = updateFlags.HasFlag(RenderTargetUpdateFlags.UseControl);
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bool layered = updateFlags.HasFlag(RenderTargetUpdateFlags.Layered);
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bool singleColor = updateFlags.HasFlag(RenderTargetUpdateFlags.SingleColor);
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bool discard = updateFlags.HasFlag(RenderTargetUpdateFlags.DiscardClip);
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int count = useControl ? rtControl.UnpackCount() : Constants.TotalRenderTargets;
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@@ -486,6 +487,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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memoryManager,
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colorState,
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_vtgWritesRtLayer || layered,
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discard,
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samplesInX,
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samplesInY,
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sizeHint);
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@@ -525,6 +527,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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dsState,
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dsSize,
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_vtgWritesRtLayer || layered,
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discard,
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samplesInX,
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samplesInY,
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sizeHint);
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@@ -570,6 +570,18 @@ namespace Ryujinx.Graphics.Gpu.Image
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return Group.CheckDirty(this, consume);
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}
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/// <summary>
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/// Discards all data for this texture.
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/// This clears all dirty flags, modified flags, and pending copies from other textures.
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/// It should be used if the texture data will be fully overwritten by the next use.
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/// </summary>
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public void DiscardData()
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{
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Group.DiscardData(this);
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_dirty = false;
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}
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/// <summary>
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/// Synchronizes guest and host memory.
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/// This will overwrite the texture data with the texture data on the guest memory, if a CPU
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@@ -311,7 +311,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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flags |= TextureSearchFlags.NoCreate;
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}
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Texture texture = FindOrCreateTexture(memoryManager, flags, info, 0);
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Texture texture = FindOrCreateTexture(memoryManager, flags, info, 0, sizeHint: sizeHint);
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texture?.SynchronizeMemory();
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@@ -324,6 +324,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
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/// <param name="colorState">Color buffer texture to find or create</param>
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/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
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/// <param name="discard">Indicates that the sizeHint region's data will be overwritten</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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@@ -332,6 +333,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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MemoryManager memoryManager,
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RtColorState colorState,
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bool layered,
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bool discard,
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int samplesInX,
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int samplesInY,
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Size sizeHint)
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@@ -398,7 +400,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
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Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, layerSize);
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var flags = TextureSearchFlags.WithUpscale;
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if (discard)
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{
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flags |= TextureSearchFlags.DiscardData;
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}
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Texture texture = FindOrCreateTexture(memoryManager, flags, info, layerSize, sizeHint: sizeHint);
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texture?.SynchronizeMemory();
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@@ -412,6 +421,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
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/// <param name="size">Size of the depth-stencil texture</param>
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/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
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/// <param name="discard">Indicates that the sizeHint region's data will be overwritten</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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@@ -421,6 +431,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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RtDepthStencilState dsState,
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Size3D size,
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bool layered,
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bool discard,
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int samplesInX,
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int samplesInY,
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Size sizeHint)
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@@ -465,7 +476,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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target,
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formatInfo);
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Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4);
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var flags = TextureSearchFlags.WithUpscale;
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if (discard)
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{
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flags |= TextureSearchFlags.DiscardData;
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}
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Texture texture = FindOrCreateTexture(memoryManager, flags, info, dsState.LayerSize * 4, sizeHint: sizeHint);
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texture?.SynchronizeMemory();
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@@ -500,6 +518,37 @@ namespace Ryujinx.Graphics.Gpu.Image
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return Math.Clamp(widthAligned - alignment + 1, minimumWidth, widthAligned);
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}
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/// <summary>
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/// Determines if texture data should be fully discarded
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/// based on the size hint region and whether it is set to be discarded.
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/// </summary>
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/// <param name="discard">Whether the size hint region should be discarded</param>
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/// <param name="texture">The texture being discarded</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
|
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/// <returns>True if the data should be discarded, false otherwise</returns>
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private static bool ShouldDiscard(bool discard, Texture texture, Size? sizeHint)
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{
|
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return discard &&
|
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texture.Info.DepthOrLayers == 1 &&
|
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sizeHint != null &&
|
||||
texture.Width <= sizeHint.Value.Width &&
|
||||
texture.Height <= sizeHint.Value.Height;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Discards texture data if requested and possible.
|
||||
/// </summary>
|
||||
/// <param name="discard">Whether the size hint region should be discarded</param>
|
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/// <param name="texture">The texture being discarded</param>
|
||||
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
|
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private static void DiscardIfNeeded(bool discard, Texture texture, Size? sizeHint)
|
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{
|
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if (ShouldDiscard(discard, texture, sizeHint))
|
||||
{
|
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texture.DiscardData();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to find an existing texture, or create a new one if not found.
|
||||
/// </summary>
|
||||
@@ -507,6 +556,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||
/// <param name="flags">The texture search flags, defines texture comparison rules</param>
|
||||
/// <param name="info">Texture information of the texture to be found or created</param>
|
||||
/// <param name="layerSize">Size in bytes of a single texture layer</param>
|
||||
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
|
||||
/// <param name="range">Optional ranges of physical memory where the texture data is located</param>
|
||||
/// <returns>The texture</returns>
|
||||
public Texture FindOrCreateTexture(
|
||||
@@ -514,9 +564,11 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||
TextureSearchFlags flags,
|
||||
TextureInfo info,
|
||||
int layerSize = 0,
|
||||
Size? sizeHint = null,
|
||||
MultiRange? range = null)
|
||||
{
|
||||
bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
|
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bool discard = (flags & TextureSearchFlags.DiscardData) != 0;
|
||||
|
||||
TextureScaleMode scaleMode = IsUpscaleCompatible(info, (flags & TextureSearchFlags.WithUpscale) != 0);
|
||||
|
||||
@@ -612,6 +664,8 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||
|
||||
if (texture != null)
|
||||
{
|
||||
DiscardIfNeeded(discard, texture, sizeHint);
|
||||
|
||||
texture.SynchronizeMemory();
|
||||
|
||||
return texture;
|
||||
@@ -907,7 +961,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||
|
||||
// We need to synchronize before copying the old view data to the texture,
|
||||
// otherwise the copied data would be overwritten by a future synchronization.
|
||||
texture.InitializeData(false, setData);
|
||||
texture.InitializeData(false, setData && !ShouldDiscard(discard, texture, sizeHint));
|
||||
|
||||
texture.Group.InitializeOverlaps();
|
||||
|
||||
|
@@ -278,6 +278,24 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||
return dirty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Discards all data for a given texture.
|
||||
/// This clears all dirty flags, modified flags, and pending copies from other textures.
|
||||
/// </summary>
|
||||
/// <param name="texture">The texture being discarded</param>
|
||||
public void DiscardData(Texture texture)
|
||||
{
|
||||
EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
|
||||
{
|
||||
for (int i = 0; i < regionCount; i++)
|
||||
{
|
||||
TextureGroupHandle group = _handles[baseHandle + i];
|
||||
|
||||
group.DiscardData();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Synchronize memory for a given texture.
|
||||
/// If overlapping tracking handles are dirty, fully or partially synchronize the texture data.
|
||||
|
@@ -2,7 +2,6 @@
|
||||
using Ryujinx.Memory.Tracking;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
@@ -155,6 +154,24 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Discards all data for this handle.
|
||||
/// This clears all dirty flags, modified flags, and pending copies from other handles.
|
||||
/// </summary>
|
||||
public void DiscardData()
|
||||
{
|
||||
Modified = false;
|
||||
DeferredCopy = null;
|
||||
|
||||
foreach (RegionHandle handle in Handles)
|
||||
{
|
||||
if (handle.Dirty)
|
||||
{
|
||||
handle.Reprotect();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate a list of which views overlap this handle.
|
||||
/// </summary>
|
||||
|
@@ -14,5 +14,6 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||
DepthAlias = 1 << 3,
|
||||
WithUpscale = 1 << 4,
|
||||
NoCreate = 1 << 5,
|
||||
DiscardData = 1 << 6,
|
||||
}
|
||||
}
|
||||
|
@@ -200,7 +200,7 @@ namespace Ryujinx.Graphics.Gpu
|
||||
{
|
||||
pt.AcquireCallback(_context, pt.UserObj);
|
||||
|
||||
Image.Texture texture = pt.Cache.FindOrCreateTexture(null, TextureSearchFlags.WithUpscale, pt.Info, 0, pt.Range);
|
||||
Image.Texture texture = pt.Cache.FindOrCreateTexture(null, TextureSearchFlags.WithUpscale, pt.Info, 0, range: pt.Range);
|
||||
|
||||
pt.Cache.Tick();
|
||||
|
||||
|
@@ -454,13 +454,36 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
|
||||
if (lastReadStage != PipelineStageFlags.None)
|
||||
{
|
||||
TextureView.InsertMemoryBarrier(
|
||||
_gd.Api,
|
||||
cbs.CommandBuffer,
|
||||
_lastReadAccess,
|
||||
dstAccessFlags,
|
||||
lastReadStage,
|
||||
dstStageFlags);
|
||||
// This would result in a validation error, but is
|
||||
// required on MoltenVK as the generic barrier results in
|
||||
// severe texture flickering in some scenarios.
|
||||
if (_gd.IsMoltenVk)
|
||||
{
|
||||
ImageAspectFlags aspectFlags = Info.Format.ConvertAspectFlags();
|
||||
TextureView.InsertImageBarrier(
|
||||
_gd.Api,
|
||||
cbs.CommandBuffer,
|
||||
_imageAuto.Get(cbs).Value,
|
||||
_lastReadAccess,
|
||||
dstAccessFlags,
|
||||
_lastReadStage,
|
||||
dstStageFlags,
|
||||
aspectFlags,
|
||||
0,
|
||||
0,
|
||||
_info.GetLayers(),
|
||||
_info.Levels);
|
||||
}
|
||||
else
|
||||
{
|
||||
TextureView.InsertMemoryBarrier(
|
||||
_gd.Api,
|
||||
cbs.CommandBuffer,
|
||||
_lastReadAccess,
|
||||
dstAccessFlags,
|
||||
lastReadStage,
|
||||
dstStageFlags);
|
||||
}
|
||||
|
||||
_lastReadAccess = AccessFlags.None;
|
||||
_lastReadStage = PipelineStageFlags.None;
|
||||
@@ -474,13 +497,36 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
|
||||
if (_lastModificationAccess != AccessFlags.None)
|
||||
{
|
||||
TextureView.InsertMemoryBarrier(
|
||||
_gd.Api,
|
||||
cbs.CommandBuffer,
|
||||
_lastModificationAccess,
|
||||
dstAccessFlags,
|
||||
_lastModificationStage,
|
||||
dstStageFlags);
|
||||
// This would result in a validation error, but is
|
||||
// required on MoltenVK as the generic barrier results in
|
||||
// severe texture flickering in some scenarios.
|
||||
if (_gd.IsMoltenVk)
|
||||
{
|
||||
ImageAspectFlags aspectFlags = Info.Format.ConvertAspectFlags();
|
||||
TextureView.InsertImageBarrier(
|
||||
_gd.Api,
|
||||
cbs.CommandBuffer,
|
||||
_imageAuto.Get(cbs).Value,
|
||||
_lastModificationAccess,
|
||||
dstAccessFlags,
|
||||
_lastModificationStage,
|
||||
dstStageFlags,
|
||||
aspectFlags,
|
||||
0,
|
||||
0,
|
||||
_info.GetLayers(),
|
||||
_info.Levels);
|
||||
}
|
||||
else
|
||||
{
|
||||
TextureView.InsertMemoryBarrier(
|
||||
_gd.Api,
|
||||
cbs.CommandBuffer,
|
||||
_lastModificationAccess,
|
||||
dstAccessFlags,
|
||||
_lastModificationStage,
|
||||
dstStageFlags);
|
||||
}
|
||||
|
||||
_lastModificationAccess = AccessFlags.None;
|
||||
}
|
||||
|
@@ -151,11 +151,15 @@ namespace Ryujinx.Headless.SDL2.OpenGL
|
||||
GL.Clear(ClearBufferMask.ColorBufferBit);
|
||||
SwapBuffers();
|
||||
|
||||
if (IsFullscreen)
|
||||
if (IsExclusiveFullscreen)
|
||||
{
|
||||
Renderer?.Window.SetSize(ExclusiveFullscreenWidth, ExclusiveFullscreenHeight);
|
||||
MouseDriver.SetClientSize(ExclusiveFullscreenWidth, ExclusiveFullscreenHeight);
|
||||
}
|
||||
else if (IsFullscreen)
|
||||
{
|
||||
// NOTE: grabbing the main display's dimensions directly as OpenGL doesn't scale along like the VulkanWindow.
|
||||
// we might have to amend this if people run this on a non-primary display set to a different resolution.
|
||||
if (SDL_GetDisplayBounds(0, out SDL_Rect displayBounds) < 0)
|
||||
if (SDL_GetDisplayBounds(DisplayId, out SDL_Rect displayBounds) < 0)
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.Application, $"Could not retrieve display bounds: {SDL_GetError()}");
|
||||
|
||||
|
@@ -14,9 +14,21 @@ namespace Ryujinx.Headless.SDL2
|
||||
[Option("profile", Required = false, HelpText = "Set the user profile to launch the game with.")]
|
||||
public string UserProfile { get; set; }
|
||||
|
||||
[Option("fullscreen", Required = false, HelpText = "Launch the game in fullscreen mode.")]
|
||||
[Option("display-id", Required = false, Default = 0, HelpText = "Set the display to use - especially helpful for fullscreen mode. [0-n]")]
|
||||
public int DisplayId { get; set; }
|
||||
|
||||
[Option("fullscreen", Required = false, Default = false, HelpText = "Launch the game in fullscreen mode.")]
|
||||
public bool IsFullscreen { get; set; }
|
||||
|
||||
[Option("exclusive-fullscreen", Required = false, Default = false, HelpText = "Launch the game in exclusive fullscreen mode.")]
|
||||
public bool IsExclusiveFullscreen { get; set; }
|
||||
|
||||
[Option("exclusive-fullscreen-width", Required = false, Default = 1920, HelpText = "Set horizontal resolution for exclusive fullscreen mode.")]
|
||||
public int ExclusiveFullscreenWidth { get; set; }
|
||||
|
||||
[Option("exclusive-fullscreen-height", Required = false, Default = 1080, HelpText = "Set vertical resolution for exclusive fullscreen mode.")]
|
||||
public int ExclusiveFullscreenHeight { get; set; }
|
||||
|
||||
// Input
|
||||
|
||||
[Option("input-profile-1", Required = false, HelpText = "Set the input profile in use for Player 1.")]
|
||||
@@ -196,6 +208,15 @@ namespace Ryujinx.Headless.SDL2
|
||||
[Option("preferred-gpu-vendor", Required = false, Default = "", HelpText = "When using the Vulkan backend, prefer using the GPU from the specified vendor.")]
|
||||
public string PreferredGPUVendor { get; set; }
|
||||
|
||||
[Option("anti-aliasing", Required = false, Default = AntiAliasing.None, HelpText = "Set the type of anti aliasing being used. [None|Fxaa|SmaaLow|SmaaMedium|SmaaHigh|SmaaUltra]")]
|
||||
public AntiAliasing AntiAliasing { get; set; }
|
||||
|
||||
[Option("scaling-filter", Required = false, Default = ScalingFilter.Bilinear, HelpText = "Set the scaling filter. [Bilinear|Nearest|Fsr]")]
|
||||
public ScalingFilter ScalingFilter { get; set; }
|
||||
|
||||
[Option("scaling-filter-level", Required = false, Default = 0, HelpText = "Set the scaling filter intensity (currently only applies to FSR). [0-100]")]
|
||||
public int ScalingFilterLevel { get; set; }
|
||||
|
||||
// Hacks
|
||||
|
||||
[Option("expand-ram", Required = false, Default = false, HelpText = "Expands the RAM amount on the emulated system from 4GiB to 6GiB.")]
|
||||
|
@@ -596,6 +596,13 @@ namespace Ryujinx.Headless.SDL2
|
||||
_window = window;
|
||||
|
||||
_window.IsFullscreen = options.IsFullscreen;
|
||||
_window.DisplayId = options.DisplayId;
|
||||
_window.IsExclusiveFullscreen = options.IsExclusiveFullscreen;
|
||||
_window.ExclusiveFullscreenWidth = options.ExclusiveFullscreenWidth;
|
||||
_window.ExclusiveFullscreenHeight = options.ExclusiveFullscreenHeight;
|
||||
_window.AntiAliasing = options.AntiAliasing;
|
||||
_window.ScalingFilter = options.ScalingFilter;
|
||||
_window.ScalingFilterLevel = options.ScalingFilterLevel;
|
||||
|
||||
_emulationContext = InitializeEmulationContext(window, renderer, options);
|
||||
|
||||
|
@@ -29,8 +29,16 @@ namespace Ryujinx.Headless.SDL2.Vulkan
|
||||
|
||||
protected override void InitializeRenderer()
|
||||
{
|
||||
Renderer?.Window.SetSize(DefaultWidth, DefaultHeight);
|
||||
MouseDriver.SetClientSize(DefaultWidth, DefaultHeight);
|
||||
if (IsExclusiveFullscreen)
|
||||
{
|
||||
Renderer?.Window.SetSize(ExclusiveFullscreenWidth, ExclusiveFullscreenHeight);
|
||||
MouseDriver.SetClientSize(ExclusiveFullscreenWidth, ExclusiveFullscreenHeight);
|
||||
}
|
||||
else
|
||||
{
|
||||
Renderer?.Window.SetSize(DefaultWidth, DefaultHeight);
|
||||
MouseDriver.SetClientSize(DefaultWidth, DefaultHeight);
|
||||
}
|
||||
}
|
||||
|
||||
private static void BasicInvoke(Action action)
|
||||
|
@@ -20,6 +20,8 @@ using System.IO;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Threading;
|
||||
using static SDL2.SDL;
|
||||
using AntiAliasing = Ryujinx.Common.Configuration.AntiAliasing;
|
||||
using ScalingFilter = Ryujinx.Common.Configuration.ScalingFilter;
|
||||
using Switch = Ryujinx.HLE.Switch;
|
||||
|
||||
namespace Ryujinx.Headless.SDL2
|
||||
@@ -28,8 +30,9 @@ namespace Ryujinx.Headless.SDL2
|
||||
{
|
||||
protected const int DefaultWidth = 1280;
|
||||
protected const int DefaultHeight = 720;
|
||||
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;
|
||||
private const int TargetFps = 60;
|
||||
private 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;
|
||||
private SDL_WindowFlags FullscreenFlag = 0;
|
||||
|
||||
private static readonly ConcurrentQueue<Action> _mainThreadActions = new();
|
||||
|
||||
@@ -54,7 +57,14 @@ namespace Ryujinx.Headless.SDL2
|
||||
public IHostUiTheme HostUiTheme { get; }
|
||||
public int Width { get; private set; }
|
||||
public int Height { get; private set; }
|
||||
public int DisplayId { get; set; }
|
||||
public bool IsFullscreen { get; set; }
|
||||
public bool IsExclusiveFullscreen { get; set; }
|
||||
public int ExclusiveFullscreenWidth { get; set; }
|
||||
public int ExclusiveFullscreenHeight { get; set; }
|
||||
public AntiAliasing AntiAliasing { get; set; }
|
||||
public ScalingFilter ScalingFilter { get; set; }
|
||||
public int ScalingFilterLevel { get; set; }
|
||||
|
||||
protected SDL2MouseDriver MouseDriver;
|
||||
private readonly InputManager _inputManager;
|
||||
@@ -158,9 +168,24 @@ namespace Ryujinx.Headless.SDL2
|
||||
string titleIdSection = string.IsNullOrWhiteSpace(activeProcess.ProgramIdText) ? string.Empty : $" ({activeProcess.ProgramIdText.ToUpper()})";
|
||||
string titleArchSection = activeProcess.Is64Bit ? " (64-bit)" : " (32-bit)";
|
||||
|
||||
SDL_WindowFlags fullscreenFlag = IsFullscreen ? SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
|
||||
Width = DefaultWidth;
|
||||
Height = DefaultHeight;
|
||||
|
||||
WindowHandle = SDL_CreateWindow($"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, DefaultWidth, DefaultHeight, DefaultFlags | fullscreenFlag | GetWindowFlags());
|
||||
if (IsExclusiveFullscreen)
|
||||
{
|
||||
Width = ExclusiveFullscreenWidth;
|
||||
Height = ExclusiveFullscreenHeight;
|
||||
|
||||
DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI;
|
||||
FullscreenFlag = SDL_WindowFlags.SDL_WINDOW_FULLSCREEN;
|
||||
}
|
||||
else if (IsFullscreen)
|
||||
{
|
||||
DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI;
|
||||
FullscreenFlag = SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP;
|
||||
}
|
||||
|
||||
WindowHandle = SDL_CreateWindow($"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}", SDL_WINDOWPOS_CENTERED_DISPLAY(DisplayId), SDL_WINDOWPOS_CENTERED_DISPLAY(DisplayId), Width, Height, DefaultFlags | FullscreenFlag | GetWindowFlags());
|
||||
|
||||
if (WindowHandle == IntPtr.Zero)
|
||||
{
|
||||
@@ -175,9 +200,6 @@ namespace Ryujinx.Headless.SDL2
|
||||
|
||||
_windowId = SDL_GetWindowID(WindowHandle);
|
||||
SDL2Driver.Instance.RegisterWindow(_windowId, HandleWindowEvent);
|
||||
|
||||
Width = DefaultWidth;
|
||||
Height = DefaultHeight;
|
||||
}
|
||||
|
||||
private void HandleWindowEvent(SDL_Event evnt)
|
||||
@@ -189,8 +211,8 @@ namespace Ryujinx.Headless.SDL2
|
||||
case SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:
|
||||
// Unlike on Windows, this event fires on macOS when triggering fullscreen mode.
|
||||
// And promptly crashes the process because `Renderer?.window.SetSize` is undefined.
|
||||
// As we don't need this to fire in either case we can test for isFullscreen.
|
||||
if (!IsFullscreen)
|
||||
// As we don't need this to fire in either case we can test for fullscreen.
|
||||
if (!IsFullscreen && !IsExclusiveFullscreen)
|
||||
{
|
||||
Width = evnt.window.data1;
|
||||
Height = evnt.window.data2;
|
||||
@@ -225,6 +247,17 @@ namespace Ryujinx.Headless.SDL2
|
||||
return Renderer.GetHardwareInfo().GpuVendor;
|
||||
}
|
||||
|
||||
private void SetAntiAliasing()
|
||||
{
|
||||
Renderer?.Window.SetAntiAliasing((Graphics.GAL.AntiAliasing)AntiAliasing);
|
||||
}
|
||||
|
||||
private void SetScalingFilter()
|
||||
{
|
||||
Renderer?.Window.SetScalingFilter((Graphics.GAL.ScalingFilter)ScalingFilter);
|
||||
Renderer?.Window.SetScalingFilterLevel(ScalingFilterLevel);
|
||||
}
|
||||
|
||||
public void Render()
|
||||
{
|
||||
InitializeWindowRenderer();
|
||||
@@ -233,6 +266,10 @@ namespace Ryujinx.Headless.SDL2
|
||||
|
||||
InitializeRenderer();
|
||||
|
||||
SetAntiAliasing();
|
||||
|
||||
SetScalingFilter();
|
||||
|
||||
_gpuVendorName = GetGpuVendorName();
|
||||
|
||||
Device.Gpu.Renderer.RunLoop(() =>
|
||||
|
Reference in New Issue
Block a user