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yuzu_tester: Add SDL2-based EmuWindow that doesn't show the window
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2 changed files with 164 additions and 0 deletions
123
src/yuzu_tester/emu_window/emu_window_sdl2_hide.cpp
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123
src/yuzu_tester/emu_window/emu_window_sdl2_hide.cpp
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cstdlib>
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#include <string>
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#define SDL_MAIN_HANDLED
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#include <SDL.h>
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#include <fmt/format.h>
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#include <glad/glad.h>
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "core/settings.h"
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#include "input_common/main.h"
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#include "yuzu_tester/emu_window/emu_window_sdl2_hide.h"
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bool EmuWindow_SDL2_Hide::SupportsRequiredGLExtensions() {
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std::vector<std::string> unsupported_ext;
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if (!GLAD_GL_ARB_direct_state_access)
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unsupported_ext.push_back("ARB_direct_state_access");
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if (!GLAD_GL_ARB_vertex_type_10f_11f_11f_rev)
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unsupported_ext.push_back("ARB_vertex_type_10f_11f_11f_rev");
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if (!GLAD_GL_ARB_texture_mirror_clamp_to_edge)
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unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
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if (!GLAD_GL_ARB_multi_bind)
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unsupported_ext.push_back("ARB_multi_bind");
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// Extensions required to support some texture formats.
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if (!GLAD_GL_EXT_texture_compression_s3tc)
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unsupported_ext.push_back("EXT_texture_compression_s3tc");
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if (!GLAD_GL_ARB_texture_compression_rgtc)
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unsupported_ext.push_back("ARB_texture_compression_rgtc");
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if (!GLAD_GL_ARB_depth_buffer_float)
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unsupported_ext.push_back("ARB_depth_buffer_float");
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for (const std::string& ext : unsupported_ext)
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LOG_CRITICAL(Frontend, "Unsupported GL extension: {}", ext);
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return unsupported_ext.empty();
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}
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EmuWindow_SDL2_Hide::EmuWindow_SDL2_Hide() {
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// Initialize the window
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
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exit(1);
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}
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InputCommon::Init();
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SDL_SetMainReady();
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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std::string window_title = fmt::format("yuzu-tester {} | {}-{}", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc);
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render_window =
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SDL_CreateWindow(window_title.c_str(),
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SDL_WINDOWPOS_UNDEFINED, // x position
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SDL_WINDOWPOS_UNDEFINED, // y position
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Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_HideWindow(render_window);
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if (render_window == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 window! {}", SDL_GetError());
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exit(1);
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}
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gl_context = SDL_GL_CreateContext(render_window);
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if (gl_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context! {}", SDL_GetError());
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exit(1);
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}
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if (!gladLoadGLLoader(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
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LOG_CRITICAL(Frontend, "Failed to initialize GL functions! {}", SDL_GetError());
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exit(1);
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}
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if (!SupportsRequiredGLExtensions()) {
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LOG_CRITICAL(Frontend, "GPU does not support all required OpenGL extensions! Exiting...");
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exit(1);
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}
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SDL_PumpEvents();
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SDL_GL_SetSwapInterval(false);
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LOG_INFO(Frontend, "yuzu-tester Version: {} | {}-{}", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc);
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Settings::LogSettings();
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DoneCurrent();
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}
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EmuWindow_SDL2_Hide::~EmuWindow_SDL2_Hide() {
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InputCommon::Shutdown();
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SDL_GL_DeleteContext(gl_context);
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SDL_Quit();
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}
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void EmuWindow_SDL2_Hide::SwapBuffers() {
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SDL_GL_SwapWindow(render_window);
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}
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void EmuWindow_SDL2_Hide::PollEvents() {}
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void EmuWindow_SDL2_Hide::MakeCurrent() {
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SDL_GL_MakeCurrent(render_window, gl_context);
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}
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void EmuWindow_SDL2_Hide::DoneCurrent() {
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SDL_GL_MakeCurrent(render_window, nullptr);
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}
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41
src/yuzu_tester/emu_window/emu_window_sdl2_hide.h
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41
src/yuzu_tester/emu_window/emu_window_sdl2_hide.h
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@ -0,0 +1,41 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "core/frontend/emu_window.h"
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struct SDL_Window;
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class EmuWindow_SDL2_Hide : public Core::Frontend::EmuWindow {
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public:
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explicit EmuWindow_SDL2_Hide();
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~EmuWindow_SDL2_Hide();
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/// Swap buffers to display the next frame
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void SwapBuffers() override;
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/// Polls window events
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void PollEvents() override;
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/// Makes the graphics context current for the caller thread
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void MakeCurrent() override;
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/// Releases the GL context from the caller thread
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void DoneCurrent() override;
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/// Whether the window is still open, and a close request hasn't yet been sent
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bool IsOpen() const;
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private:
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/// Whether the GPU and driver supports the OpenGL extension required
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bool SupportsRequiredGLExtensions();
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/// Internal SDL2 render window
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SDL_Window* render_window;
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using SDL_GLContext = void*;
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/// The OpenGL context associated with the window
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SDL_GLContext gl_context;
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};
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