mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-09 02:01:45 +00:00
6cb22c9d38
* openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
175 lines
4.8 KiB
C#
175 lines
4.8 KiB
C#
using OpenTK.Audio.OpenAL;
|
|
using Ryujinx.Audio.Common;
|
|
using Ryujinx.Audio.Integration;
|
|
using Ryujinx.Memory;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Threading;
|
|
using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
|
|
|
|
namespace Ryujinx.Audio.Backends.OpenAL
|
|
{
|
|
public class OpenALHardwareDeviceDriver : IHardwareDeviceDriver
|
|
{
|
|
private object _lock = new object();
|
|
private ALDevice _device;
|
|
private ALContext _context;
|
|
private ManualResetEvent _updateRequiredEvent;
|
|
private List<OpenALHardwareDeviceSession> _sessions;
|
|
private bool _stillRunning;
|
|
private Thread _updaterThread;
|
|
|
|
public OpenALHardwareDeviceDriver()
|
|
{
|
|
_device = ALC.OpenDevice("");
|
|
_context = ALC.CreateContext(_device, new ALContextAttributes());
|
|
_updateRequiredEvent = new ManualResetEvent(false);
|
|
_sessions = new List<OpenALHardwareDeviceSession>();
|
|
|
|
_stillRunning = true;
|
|
_updaterThread = new Thread(Update)
|
|
{
|
|
Name = "HardwareDeviceDriver.OpenAL"
|
|
};
|
|
|
|
_updaterThread.Start();
|
|
}
|
|
|
|
public static bool IsSupported
|
|
{
|
|
get
|
|
{
|
|
try
|
|
{
|
|
return ALC.GetStringList(GetEnumerationStringList.DeviceSpecifier).Any();
|
|
}
|
|
catch
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount)
|
|
{
|
|
if (channelCount == 0)
|
|
{
|
|
channelCount = 2;
|
|
}
|
|
|
|
if (sampleRate == 0)
|
|
{
|
|
sampleRate = Constants.TargetSampleRate;
|
|
}
|
|
|
|
if (direction != Direction.Output)
|
|
{
|
|
throw new ArgumentException($"{direction}");
|
|
}
|
|
else if (!SupportsChannelCount(channelCount))
|
|
{
|
|
throw new ArgumentException($"{channelCount}");
|
|
}
|
|
|
|
lock (_lock)
|
|
{
|
|
OpenALHardwareDeviceSession session = new OpenALHardwareDeviceSession(this, memoryManager, sampleFormat, sampleRate, channelCount);
|
|
|
|
_sessions.Add(session);
|
|
|
|
return session;
|
|
}
|
|
}
|
|
|
|
internal void Unregister(OpenALHardwareDeviceSession session)
|
|
{
|
|
lock (_lock)
|
|
{
|
|
_sessions.Remove(session);
|
|
}
|
|
}
|
|
|
|
public ManualResetEvent GetUpdateRequiredEvent()
|
|
{
|
|
return _updateRequiredEvent;
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
ALC.MakeContextCurrent(_context);
|
|
|
|
while (_stillRunning)
|
|
{
|
|
bool updateRequired = false;
|
|
|
|
lock (_lock)
|
|
{
|
|
foreach (OpenALHardwareDeviceSession session in _sessions)
|
|
{
|
|
if (session.Update())
|
|
{
|
|
updateRequired = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (updateRequired)
|
|
{
|
|
_updateRequiredEvent.Set();
|
|
}
|
|
|
|
// If it's not slept it will waste cycles.
|
|
Thread.Sleep(10);
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
|
|
protected virtual void Dispose(bool disposing)
|
|
{
|
|
if (disposing)
|
|
{
|
|
lock (_lock)
|
|
{
|
|
_stillRunning = false;
|
|
_updaterThread.Join();
|
|
|
|
// Loop against all sessions to dispose them (they will unregister themself)
|
|
while (_sessions.Count > 0)
|
|
{
|
|
OpenALHardwareDeviceSession session = _sessions[0];
|
|
|
|
session.Dispose();
|
|
}
|
|
}
|
|
|
|
ALC.DestroyContext(_context);
|
|
ALC.CloseDevice(_device);
|
|
}
|
|
}
|
|
|
|
public bool SupportsSampleRate(uint sampleRate)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool SupportsSampleFormat(SampleFormat sampleFormat)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool SupportsChannelCount(uint channelCount)
|
|
{
|
|
return channelCount == 1 || channelCount == 2 || channelCount == 6;
|
|
}
|
|
|
|
public bool SupportsDirection(Direction direction)
|
|
{
|
|
return direction == Direction.Output;
|
|
}
|
|
}
|
|
}
|