citra/src/citra_qt/bootmanager.h

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <condition_variable>
#include <memory>
#include <mutex>
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#include <QThread>
#include <QWidget>
#include "core/core.h"
#include "core/frontend/emu_window.h"
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class QKeyEvent;
class QTouchEvent;
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class GRenderWindow;
namespace VideoCore {
enum class LoadCallbackStage;
}
class EmuThread final : public QThread {
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Q_OBJECT
public:
explicit EmuThread(Frontend::GraphicsContext& context);
~EmuThread() override;
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/**
* Start emulation (on new thread)
* @warning Only call when not running!
*/
void run() override;
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/**
* Steps the emulation thread by a single CPU instruction (if the CPU is not already running)
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* @note This function is thread-safe
*/
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void ExecStep() {
exec_step = true;
running_cv.notify_all();
}
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/**
* Sets whether the emulation thread is running or not
* @param running Boolean value, set the emulation thread to running if true
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* @note This function is thread-safe
*/
void SetRunning(bool running) {
std::unique_lock lock{running_mutex};
this->running = running;
lock.unlock();
running_cv.notify_all();
}
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/**
* Check if the emulation thread is running or not
* @return True if the emulation thread is running, otherwise false
* @note This function is thread-safe
*/
bool IsRunning() const {
return running;
}
/**
* Requests for the emulation thread to stop running
*/
void RequestStop() {
stop_run = true;
SetRunning(false);
};
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private:
bool exec_step = false;
bool running = false;
std::atomic<bool> stop_run{false};
std::mutex running_mutex;
std::condition_variable running_cv;
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Frontend::GraphicsContext& core_context;
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signals:
/**
* Emitted when the CPU has halted execution
*
* @warning When connecting to this signal from other threads, make sure to specify either
* Qt::QueuedConnection (invoke slot within the destination object's message thread) or even
* Qt::BlockingQueuedConnection (additionally block source thread until slot returns)
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*/
void DebugModeEntered();
/**
* Emitted right before the CPU continues execution
*
* @warning When connecting to this signal from other threads, make sure to specify either
* Qt::QueuedConnection (invoke slot within the destination object's message thread) or even
* Qt::BlockingQueuedConnection (additionally block source thread until slot returns)
*/
void DebugModeLeft();
void ErrorThrown(Core::System::ResultStatus, std::string);
void LoadProgress(VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total);
void HideLoadingScreen();
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};
class GRenderWindow : public QWidget, public Frontend::EmuWindow {
Q_OBJECT
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public:
GRenderWindow(QWidget* parent, EmuThread* emu_thread, bool is_secondary);
~GRenderWindow() override;
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// EmuWindow implementation.
void MakeCurrent() override;
void DoneCurrent() override;
void PollEvents() override;
std::unique_ptr<Frontend::GraphicsContext> CreateSharedContext() const override;
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void BackupGeometry();
void RestoreGeometry();
void restoreGeometry(const QByteArray& geometry); // overridden
QByteArray saveGeometry(); // overridden
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qreal windowPixelRatio() const;
void closeEvent(QCloseEvent* event) override;
void resizeEvent(QResizeEvent* event) override;
void keyPressEvent(QKeyEvent* event) override;
void keyReleaseEvent(QKeyEvent* event) override;
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void mousePressEvent(QMouseEvent* event) override;
void mouseMoveEvent(QMouseEvent* event) override;
void mouseReleaseEvent(QMouseEvent* event) override;
bool event(QEvent* event) override;
void focusOutEvent(QFocusEvent* event) override;
void focusInEvent(QFocusEvent* event) override;
bool HasFocus() const {
return has_focus;
}
Prepare frontend for multiple graphics APIs (#6347) * externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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bool InitRenderTarget();
/// Destroy the previous run's child_widget which should also destroy the child_window
void ReleaseRenderTarget();
void CaptureScreenshot(u32 res_scale, const QString& screenshot_path);
Prepare frontend for multiple graphics APIs (#6347) * externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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std::pair<u32, u32> ScaleTouch(const QPointF pos) const;
public slots:
void OnEmulationStarting(EmuThread* emu_thread);
void OnEmulationStopping();
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void OnFramebufferSizeChanged();
signals:
/// Emitted when the window is closed
void Closed();
/**
* Emitted when the guest first calls SwapBuffers. This is used to hide the loading screen
*/
void FirstFrameDisplayed();
/// Emitted on mouse activity. Used to signal that the mouse should be shown if it's hidden
void MouseActivity();
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private:
void TouchBeginEvent(const QTouchEvent* event);
void TouchUpdateEvent(const QTouchEvent* event);
void TouchEndEvent();
void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override;
Prepare frontend for multiple graphics APIs (#6347) * externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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bool InitializeOpenGL();
void InitializeSoftware();
bool LoadOpenGL();
QWidget* child_widget = nullptr;
EmuThread* emu_thread;
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Prepare frontend for multiple graphics APIs (#6347) * externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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/// Main context that will be shared with all other contexts that are requested.
/// If this is used in a shared context setting, then this should not be used directly, but
/// should instead be shared from
static std::shared_ptr<Frontend::GraphicsContext> main_context;
/// Temporary storage of the screenshot taken
QImage screenshot_image;
Prepare frontend for multiple graphics APIs (#6347) * externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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QByteArray geometry;
bool first_frame = false;
bool has_focus = false;
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protected:
void showEvent(QShowEvent* event) override;
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};