citra/src/citra_qt/main.cpp
Emmanuel Gil Peyrot aa4d4ff23c Frontends, VideoCore: Move glad initialisation to the frontend
On SDL2 this allows it to use SDL_GL_GetProcAddress() instead of the
default function loader, and fixes a crash when using apitrace with an
EGL context.

On Qt we will need to migrate from QGLWidget to QOpenGLWidget and
QOpenGLContext before we can use gladLoadGLLoader() instead of
gladLoadGL(), since the former doesn’t expose a function loader.
2016-05-06 03:10:14 +01:00

580 lines
21 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <clocale>
#include <memory>
#include <thread>
#include <glad/glad.h>
#define QT_NO_OPENGL
#include <QDesktopWidget>
#include <QtGui>
#include <QFileDialog>
#include <QMessageBox>
#include "qhexedit.h"
#include "citra_qt/bootmanager.h"
#include "citra_qt/config.h"
#include "citra_qt/configure_dialog.h"
#include "citra_qt/game_list.h"
#include "citra_qt/hotkeys.h"
#include "citra_qt/main.h"
#include "citra_qt/ui_settings.h"
// Debugger
#include "citra_qt/debugger/callstack.h"
#include "citra_qt/debugger/disassembler.h"
#include "citra_qt/debugger/graphics.h"
#include "citra_qt/debugger/graphics_breakpoints.h"
#include "citra_qt/debugger/graphics_cmdlists.h"
#include "citra_qt/debugger/graphics_framebuffer.h"
#include "citra_qt/debugger/graphics_tracing.h"
#include "citra_qt/debugger/graphics_vertex_shader.h"
#include "citra_qt/debugger/profiler.h"
#include "citra_qt/debugger/ramview.h"
#include "citra_qt/debugger/registers.h"
#include "common/microprofile.h"
#include "common/platform.h"
#include "common/scm_rev.h"
#include "common/scope_exit.h"
#include "common/string_util.h"
#include "common/logging/backend.h"
#include "common/logging/filter.h"
#include "common/logging/log.h"
#include "common/logging/text_formatter.h"
#include "core/core.h"
#include "core/settings.h"
#include "core/system.h"
#include "core/arm/disassembler/load_symbol_map.h"
#include "core/gdbstub/gdbstub.h"
#include "core/loader/loader.h"
#include "video_core/video_core.h"
GMainWindow::GMainWindow() : config(new Config()), emu_thread(nullptr)
{
Pica::g_debug_context = Pica::DebugContext::Construct();
ui.setupUi(this);
statusBar()->hide();
render_window = new GRenderWindow(this, emu_thread.get());
render_window->hide();
game_list = new GameList();
ui.horizontalLayout->addWidget(game_list);
profilerWidget = new ProfilerWidget(this);
addDockWidget(Qt::BottomDockWidgetArea, profilerWidget);
profilerWidget->hide();
#if MICROPROFILE_ENABLED
microProfileDialog = new MicroProfileDialog(this);
microProfileDialog->hide();
#endif
disasmWidget = new DisassemblerWidget(this, emu_thread.get());
addDockWidget(Qt::BottomDockWidgetArea, disasmWidget);
disasmWidget->hide();
registersWidget = new RegistersWidget(this);
addDockWidget(Qt::RightDockWidgetArea, registersWidget);
registersWidget->hide();
callstackWidget = new CallstackWidget(this);
addDockWidget(Qt::RightDockWidgetArea, callstackWidget);
callstackWidget->hide();
graphicsWidget = new GPUCommandStreamWidget(this);
addDockWidget(Qt::RightDockWidgetArea, graphicsWidget);
graphicsWidget ->hide();
graphicsCommandsWidget = new GPUCommandListWidget(this);
addDockWidget(Qt::RightDockWidgetArea, graphicsCommandsWidget);
graphicsCommandsWidget->hide();
auto graphicsBreakpointsWidget = new GraphicsBreakPointsWidget(Pica::g_debug_context, this);
addDockWidget(Qt::RightDockWidgetArea, graphicsBreakpointsWidget);
graphicsBreakpointsWidget->hide();
auto graphicsFramebufferWidget = new GraphicsFramebufferWidget(Pica::g_debug_context, this);
addDockWidget(Qt::RightDockWidgetArea, graphicsFramebufferWidget);
graphicsFramebufferWidget->hide();
auto graphicsVertexShaderWidget = new GraphicsVertexShaderWidget(Pica::g_debug_context, this);
addDockWidget(Qt::RightDockWidgetArea, graphicsVertexShaderWidget);
graphicsVertexShaderWidget->hide();
auto graphicsTracingWidget = new GraphicsTracingWidget(Pica::g_debug_context, this);
addDockWidget(Qt::RightDockWidgetArea, graphicsTracingWidget);
graphicsTracingWidget->hide();
QMenu* debug_menu = ui.menu_View->addMenu(tr("Debugging"));
debug_menu->addAction(profilerWidget->toggleViewAction());
#if MICROPROFILE_ENABLED
debug_menu->addAction(microProfileDialog->toggleViewAction());
#endif
debug_menu->addAction(disasmWidget->toggleViewAction());
debug_menu->addAction(registersWidget->toggleViewAction());
debug_menu->addAction(callstackWidget->toggleViewAction());
debug_menu->addAction(graphicsWidget->toggleViewAction());
debug_menu->addAction(graphicsCommandsWidget->toggleViewAction());
debug_menu->addAction(graphicsBreakpointsWidget->toggleViewAction());
debug_menu->addAction(graphicsFramebufferWidget->toggleViewAction());
debug_menu->addAction(graphicsVertexShaderWidget->toggleViewAction());
debug_menu->addAction(graphicsTracingWidget->toggleViewAction());
// Set default UI state
// geometry: 55% of the window contents are in the upper screen half, 45% in the lower half
QDesktopWidget* desktop = ((QApplication*)QApplication::instance())->desktop();
QRect screenRect = desktop->screenGeometry(this);
int x, y, w, h;
w = screenRect.width() * 2 / 3;
h = screenRect.height() / 2;
x = (screenRect.x() + screenRect.width()) / 2 - w / 2;
y = (screenRect.y() + screenRect.height()) / 2 - h * 55 / 100;
setGeometry(x, y, w, h);
// Restore UI state
restoreGeometry(UISettings::values.geometry);
restoreState(UISettings::values.state);
render_window->restoreGeometry(UISettings::values.renderwindow_geometry);
#if MICROPROFILE_ENABLED
microProfileDialog->restoreGeometry(UISettings::values.microprofile_geometry);
microProfileDialog->setVisible(UISettings::values.microprofile_visible);
#endif
game_list->LoadInterfaceLayout();
ui.action_Single_Window_Mode->setChecked(UISettings::values.single_window_mode);
ToggleWindowMode();
ui.actionDisplay_widget_title_bars->setChecked(UISettings::values.display_titlebar);
OnDisplayTitleBars(ui.actionDisplay_widget_title_bars->isChecked());
// Prepare actions for recent files
for (int i = 0; i < max_recent_files_item; ++i) {
actions_recent_files[i] = new QAction(this);
actions_recent_files[i]->setVisible(false);
connect(actions_recent_files[i], SIGNAL(triggered()), this, SLOT(OnMenuRecentFile()));
ui.menu_recent_files->addAction(actions_recent_files[i]);
}
UpdateRecentFiles();
// Setup connections
connect(game_list, SIGNAL(GameChosen(QString)), this, SLOT(OnGameListLoadFile(QString)), Qt::DirectConnection);
connect(ui.action_Configure, SIGNAL(triggered()), this, SLOT(OnConfigure()));
connect(ui.action_Load_File, SIGNAL(triggered()), this, SLOT(OnMenuLoadFile()),Qt::DirectConnection);
connect(ui.action_Load_Symbol_Map, SIGNAL(triggered()), this, SLOT(OnMenuLoadSymbolMap()));
connect(ui.action_Select_Game_List_Root, SIGNAL(triggered()), this, SLOT(OnMenuSelectGameListRoot()));
connect(ui.action_Start, SIGNAL(triggered()), this, SLOT(OnStartGame()));
connect(ui.action_Pause, SIGNAL(triggered()), this, SLOT(OnPauseGame()));
connect(ui.action_Stop, SIGNAL(triggered()), this, SLOT(OnStopGame()));
connect(ui.action_Single_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(ToggleWindowMode()));
connect(this, SIGNAL(EmulationStarting(EmuThread*)), disasmWidget, SLOT(OnEmulationStarting(EmuThread*)));
connect(this, SIGNAL(EmulationStopping()), disasmWidget, SLOT(OnEmulationStopping()));
connect(this, SIGNAL(EmulationStarting(EmuThread*)), registersWidget, SLOT(OnEmulationStarting(EmuThread*)));
connect(this, SIGNAL(EmulationStopping()), registersWidget, SLOT(OnEmulationStopping()));
connect(this, SIGNAL(EmulationStarting(EmuThread*)), render_window, SLOT(OnEmulationStarting(EmuThread*)));
connect(this, SIGNAL(EmulationStopping()), render_window, SLOT(OnEmulationStopping()));
connect(this, SIGNAL(EmulationStarting(EmuThread*)), graphicsTracingWidget, SLOT(OnEmulationStarting(EmuThread*)));
connect(this, SIGNAL(EmulationStopping()), graphicsTracingWidget, SLOT(OnEmulationStopping()));
// Setup hotkeys
RegisterHotkey("Main Window", "Load File", QKeySequence::Open);
RegisterHotkey("Main Window", "Start Emulation");
LoadHotkeys();
connect(GetHotkey("Main Window", "Load File", this), SIGNAL(activated()), this, SLOT(OnMenuLoadFile()));
connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this, SLOT(OnStartGame()));
std::string window_title = Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc);
setWindowTitle(window_title.c_str());
show();
game_list->PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan);
QStringList args = QApplication::arguments();
if (args.length() >= 2) {
BootGame(args[1].toStdString());
}
}
GMainWindow::~GMainWindow()
{
// will get automatically deleted otherwise
if (render_window->parent() == nullptr)
delete render_window;
Pica::g_debug_context.reset();
}
void GMainWindow::OnDisplayTitleBars(bool show)
{
QList<QDockWidget*> widgets = findChildren<QDockWidget*>();
if (show) {
for (QDockWidget* widget: widgets) {
QWidget* old = widget->titleBarWidget();
widget->setTitleBarWidget(nullptr);
if (old != nullptr)
delete old;
}
} else {
for (QDockWidget* widget: widgets) {
QWidget* old = widget->titleBarWidget();
widget->setTitleBarWidget(new QWidget());
if (old != nullptr)
delete old;
}
}
}
bool GMainWindow::InitializeSystem() {
// Shutdown previous session if the emu thread is still active...
if (emu_thread != nullptr)
ShutdownGame();
render_window->MakeCurrent();
if (!gladLoadGL()) {
QMessageBox::critical(this, tr("Error while starting Citra!"),
tr("Failed to initialize the video core!\n\n"
"Please ensure that your GPU supports OpenGL 3.3 and that you have the latest graphics driver."));
return false;
}
// Initialize the core emulation
System::Result system_result = System::Init(render_window);
if (System::Result::Success != system_result) {
switch (system_result) {
case System::Result::ErrorInitVideoCore:
QMessageBox::critical(this, tr("Error while starting Citra!"),
tr("Failed to initialize the video core!\n\n"
"Please ensure that your GPU supports OpenGL 3.3 and that you have the latest graphics driver."));
break;
default:
QMessageBox::critical(this, tr("Error while starting Citra!"),
tr("Unknown error (please check the log)!"));
break;
}
return false;
}
return true;
}
bool GMainWindow::LoadROM(const std::string& filename) {
Loader::ResultStatus result = Loader::LoadFile(filename);
if (Loader::ResultStatus::Success != result) {
LOG_CRITICAL(Frontend, "Failed to load ROM!");
System::Shutdown();
switch (result) {
case Loader::ResultStatus::ErrorEncrypted: {
// Build the MessageBox ourselves to have clickable link
QMessageBox popup_error;
popup_error.setTextFormat(Qt::RichText);
popup_error.setWindowTitle(tr("Error while loading ROM!"));
popup_error.setText(tr("The game that you are trying to load must be decrypted before being used with Citra.<br/><br/>"
"For more information on dumping and decrypting games, please see: <a href='https://citra-emu.org/wiki/Dumping-Game-Cartridges'>https://citra-emu.org/wiki/Dumping-Game-Cartridges</a>"));
popup_error.setIcon(QMessageBox::Critical);
popup_error.exec();
break;
}
case Loader::ResultStatus::ErrorInvalidFormat:
QMessageBox::critical(this, tr("Error while loading ROM!"),
tr("The ROM format is not supported."));
break;
case Loader::ResultStatus::Error:
default:
QMessageBox::critical(this, tr("Error while loading ROM!"),
tr("Unknown error!"));
break;
}
return false;
}
return true;
}
void GMainWindow::BootGame(const std::string& filename) {
LOG_INFO(Frontend, "Citra starting...");
StoreRecentFile(filename); // Put the filename on top of the list
if (!InitializeSystem())
return;
if (!LoadROM(filename))
return;
// Create and start the emulation thread
emu_thread = std::make_unique<EmuThread>(render_window);
emit EmulationStarting(emu_thread.get());
render_window->moveContext();
emu_thread->start();
connect(render_window, SIGNAL(Closed()), this, SLOT(OnStopGame()));
// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
connect(emu_thread.get(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
// Update the GUI
registersWidget->OnDebugModeEntered();
callstackWidget->OnDebugModeEntered();
if (ui.action_Single_Window_Mode->isChecked()) {
game_list->hide();
}
render_window->show();
emulation_running = true;
OnStartGame();
}
void GMainWindow::ShutdownGame() {
emu_thread->RequestStop();
// Release emu threads from any breakpoints
// This belongs after RequestStop() and before wait() because if emulation stops on a GPU
// breakpoint after (or before) RequestStop() is called, the emulation would never be able
// to continue out to the main loop and terminate. Thus wait() would hang forever.
// TODO(bunnei): This function is not thread safe, but it's being used as if it were
Pica::g_debug_context->ClearBreakpoints();
emit EmulationStopping();
// Wait for emulation thread to complete and delete it
emu_thread->wait();
emu_thread = nullptr;
// The emulation is stopped, so closing the window or not does not matter anymore
disconnect(render_window, SIGNAL(Closed()), this, SLOT(OnStopGame()));
// Update the GUI
ui.action_Start->setEnabled(false);
ui.action_Start->setText(tr("Start"));
ui.action_Pause->setEnabled(false);
ui.action_Stop->setEnabled(false);
render_window->hide();
game_list->show();
emulation_running = false;
}
void GMainWindow::StoreRecentFile(const std::string& filename) {
UISettings::values.recent_files.prepend(QString::fromStdString(filename));
UISettings::values.recent_files.removeDuplicates();
while (UISettings::values.recent_files.size() > max_recent_files_item) {
UISettings::values.recent_files.removeLast();
}
UpdateRecentFiles();
}
void GMainWindow::UpdateRecentFiles() {
unsigned int num_recent_files = std::min(UISettings::values.recent_files.size(), static_cast<int>(max_recent_files_item));
for (unsigned int i = 0; i < num_recent_files; i++) {
QString text = QString("&%1. %2").arg(i + 1).arg(QFileInfo(UISettings::values.recent_files[i]).fileName());
actions_recent_files[i]->setText(text);
actions_recent_files[i]->setData(UISettings::values.recent_files[i]);
actions_recent_files[i]->setToolTip(UISettings::values.recent_files[i]);
actions_recent_files[i]->setVisible(true);
}
for (int j = num_recent_files; j < max_recent_files_item; ++j) {
actions_recent_files[j]->setVisible(false);
}
// Grey out the recent files menu if the list is empty
if (num_recent_files == 0) {
ui.menu_recent_files->setEnabled(false);
} else {
ui.menu_recent_files->setEnabled(true);
}
}
void GMainWindow::OnGameListLoadFile(QString game_path) {
BootGame(game_path.toStdString());
}
void GMainWindow::OnMenuLoadFile() {
QString filename = QFileDialog::getOpenFileName(this, tr("Load File"), UISettings::values.roms_path, tr("3DS executable (*.3ds *.3dsx *.elf *.axf *.cci *.cxi)"));
if (!filename.isEmpty()) {
UISettings::values.roms_path = QFileInfo(filename).path();
BootGame(filename.toStdString());
}
}
void GMainWindow::OnMenuLoadSymbolMap() {
QString filename = QFileDialog::getOpenFileName(this, tr("Load Symbol Map"), UISettings::values.symbols_path, tr("Symbol map (*)"));
if (!filename.isEmpty()) {
UISettings::values.symbols_path = QFileInfo(filename).path();
LoadSymbolMap(filename.toStdString());
}
}
void GMainWindow::OnMenuSelectGameListRoot() {
QString dir_path = QFileDialog::getExistingDirectory(this, tr("Select Directory"));
if (!dir_path.isEmpty()) {
UISettings::values.gamedir = dir_path;
game_list->PopulateAsync(dir_path, UISettings::values.gamedir_deepscan);
}
}
void GMainWindow::OnMenuRecentFile() {
QAction* action = qobject_cast<QAction*>(sender());
assert(action);
QString filename = action->data().toString();
QFileInfo file_info(filename);
if (file_info.exists()) {
BootGame(filename.toStdString());
} else {
// Display an error message and remove the file from the list.
QMessageBox::information(this, tr("File not found"), tr("File \"%1\" not found").arg(filename));
UISettings::values.recent_files.removeOne(filename);
UpdateRecentFiles();
}
}
void GMainWindow::OnStartGame() {
emu_thread->SetRunning(true);
ui.action_Start->setEnabled(false);
ui.action_Start->setText(tr("Continue"));
ui.action_Pause->setEnabled(true);
ui.action_Stop->setEnabled(true);
}
void GMainWindow::OnPauseGame() {
emu_thread->SetRunning(false);
ui.action_Start->setEnabled(true);
ui.action_Pause->setEnabled(false);
ui.action_Stop->setEnabled(true);
}
void GMainWindow::OnStopGame() {
ShutdownGame();
}
void GMainWindow::ToggleWindowMode() {
if (ui.action_Single_Window_Mode->isChecked()) {
// Render in the main window...
render_window->BackupGeometry();
ui.horizontalLayout->addWidget(render_window);
render_window->setFocusPolicy(Qt::ClickFocus);
if (emulation_running) {
render_window->setVisible(true);
render_window->setFocus();
game_list->hide();
}
} else {
// Render in a separate window...
ui.horizontalLayout->removeWidget(render_window);
render_window->setParent(nullptr);
render_window->setFocusPolicy(Qt::NoFocus);
if (emulation_running) {
render_window->setVisible(true);
render_window->RestoreGeometry();
game_list->show();
}
}
}
void GMainWindow::OnConfigure() {
ConfigureDialog configureDialog(this);
auto result = configureDialog.exec();
if (result == QDialog::Accepted)
{
configureDialog.applyConfiguration();
config->Save();
}
}
bool GMainWindow::ConfirmClose() {
if (emu_thread == nullptr || !UISettings::values.confirm_before_closing)
return true;
auto answer = QMessageBox::question(this, tr("Citra"),
tr("Are you sure you want to close Citra?"),
QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
return answer != QMessageBox::No;
}
void GMainWindow::closeEvent(QCloseEvent* event) {
if (!ConfirmClose()) {
event->ignore();
return;
}
UISettings::values.geometry = saveGeometry();
UISettings::values.state = saveState();
UISettings::values.renderwindow_geometry = render_window->saveGeometry();
#if MICROPROFILE_ENABLED
UISettings::values.microprofile_geometry = microProfileDialog->saveGeometry();
UISettings::values.microprofile_visible = microProfileDialog->isVisible();
#endif
UISettings::values.single_window_mode = ui.action_Single_Window_Mode->isChecked();
UISettings::values.display_titlebar = ui.actionDisplay_widget_title_bars->isChecked();
UISettings::values.first_start = false;
game_list->SaveInterfaceLayout();
SaveHotkeys();
// Shutdown session if the emu thread is active...
if (emu_thread != nullptr)
ShutdownGame();
render_window->close();
QWidget::closeEvent(event);
}
#ifdef main
#undef main
#endif
int main(int argc, char* argv[]) {
Log::Filter log_filter(Log::Level::Info);
Log::SetFilter(&log_filter);
MicroProfileOnThreadCreate("Frontend");
SCOPE_EXIT({
MicroProfileShutdown();
});
// Init settings params
QCoreApplication::setOrganizationName("Citra team");
QCoreApplication::setApplicationName("Citra");
QApplication::setAttribute(Qt::AA_X11InitThreads);
QApplication app(argc, argv);
// Qt changes the locale and causes issues in float conversion using std::to_string() when generating shaders
setlocale(LC_ALL, "C");
GMainWindow main_window;
// After settings have been loaded by GMainWindow, apply the filter
log_filter.ParseFilterString(Settings::values.log_filter);
main_window.show();
return app.exec();
}