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infra: Make Avalonia the default UI (#6375)
* misc: Move Ryujinx project to Ryujinx.Gtk3 This breaks release CI for now but that's fine. Signed-off-by: Mary Guillemard <mary@mary.zone> * misc: Move Ryujinx.Ava project to Ryujinx This breaks CI for now, but it's fine. Signed-off-by: Mary Guillemard <mary@mary.zone> * infra: Make Avalonia the default UI Should fix CI after the previous changes. GTK3 isn't build by the release job anymore, only by PR CI. This also ensure that the test-ava update package is still generated to allow update from the old testing channel. Signed-off-by: Mary Guillemard <mary@mary.zone> * Fix missing copy in create_app_bundle.sh Signed-off-by: Mary Guillemard <mary@mary.zone> * Fix syntax error Signed-off-by: Mary Guillemard <mary@mary.zone> --------- Signed-off-by: Mary Guillemard <mary@mary.zone>
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142
src/Ryujinx.Gtk3/UI/OpenGLRenderer.cs
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142
src/Ryujinx.Gtk3/UI/OpenGLRenderer.cs
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Logging;
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using Ryujinx.Input.HLE;
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using SPB.Graphics;
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using SPB.Graphics.Exceptions;
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using SPB.Graphics.OpenGL;
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using SPB.Platform;
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using SPB.Platform.GLX;
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using SPB.Platform.WGL;
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using SPB.Windowing;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.UI
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{
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public partial class OpenGLRenderer : RendererWidgetBase
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{
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private readonly GraphicsDebugLevel _glLogLevel;
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private bool _initializedOpenGL;
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private OpenGLContextBase _openGLContext;
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private SwappableNativeWindowBase _nativeWindow;
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public OpenGLRenderer(InputManager inputManager, GraphicsDebugLevel glLogLevel) : base(inputManager, glLogLevel)
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{
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_glLogLevel = glLogLevel;
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}
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protected override bool OnDrawn(Cairo.Context cr)
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{
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if (!_initializedOpenGL)
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{
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IntializeOpenGL();
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}
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return true;
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}
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private void IntializeOpenGL()
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{
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_nativeWindow = RetrieveNativeWindow();
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Window.EnsureNative();
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_openGLContext = PlatformHelper.CreateOpenGLContext(GetGraphicsMode(), 3, 3, _glLogLevel == GraphicsDebugLevel.None ? OpenGLContextFlags.Compat : OpenGLContextFlags.Compat | OpenGLContextFlags.Debug);
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_openGLContext.Initialize(_nativeWindow);
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_openGLContext.MakeCurrent(_nativeWindow);
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// Release the GL exclusivity that SPB gave us as we aren't going to use it in GTK Thread.
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_openGLContext.MakeCurrent(null);
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WaitEvent.Set();
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_initializedOpenGL = true;
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}
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private SwappableNativeWindowBase RetrieveNativeWindow()
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{
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if (OperatingSystem.IsWindows())
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{
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IntPtr windowHandle = gdk_win32_window_get_handle(Window.Handle);
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return new WGLWindow(new NativeHandle(windowHandle));
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}
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else if (OperatingSystem.IsLinux())
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{
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IntPtr displayHandle = gdk_x11_display_get_xdisplay(Display.Handle);
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IntPtr windowHandle = gdk_x11_window_get_xid(Window.Handle);
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return new GLXWindow(new NativeHandle(displayHandle), new NativeHandle(windowHandle));
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}
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throw new NotImplementedException();
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}
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[LibraryImport("libgdk-3-0.dll")]
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private static partial IntPtr gdk_win32_window_get_handle(IntPtr d);
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[LibraryImport("libgdk-3.so.0")]
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private static partial IntPtr gdk_x11_display_get_xdisplay(IntPtr gdkDisplay);
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[LibraryImport("libgdk-3.so.0")]
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private static partial IntPtr gdk_x11_window_get_xid(IntPtr gdkWindow);
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private static FramebufferFormat GetGraphicsMode()
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{
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return Environment.OSVersion.Platform == PlatformID.Unix ? new FramebufferFormat(new ColorFormat(8, 8, 8, 0), 16, 0, ColorFormat.Zero, 0, 2, false) : FramebufferFormat.Default;
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}
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public override void InitializeRenderer()
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{
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// First take exclusivity on the OpenGL context.
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((Graphics.OpenGL.OpenGLRenderer)Renderer).InitializeBackgroundContext(SPBOpenGLContext.CreateBackgroundContext(_openGLContext));
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_openGLContext.MakeCurrent(_nativeWindow);
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GL.ClearColor(0, 0, 0, 1.0f);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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SwapBuffers();
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}
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public override void SwapBuffers()
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{
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_nativeWindow.SwapBuffers();
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}
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protected override string GetGpuBackendName()
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{
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return "OpenGL";
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}
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protected override void Dispose(bool disposing)
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{
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// Try to bind the OpenGL context before calling the shutdown event.
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try
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{
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_openGLContext?.MakeCurrent(_nativeWindow);
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}
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catch (ContextException e)
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{
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Logger.Warning?.Print(LogClass.UI, $"Failed to bind OpenGL context: {e}");
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}
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Device?.DisposeGpu();
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NpadManager.Dispose();
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// Unbind context and destroy everything.
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try
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{
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_openGLContext?.MakeCurrent(null);
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}
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catch (ContextException e)
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{
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Logger.Warning?.Print(LogClass.UI, $"Failed to unbind OpenGL context: {e}");
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}
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_openGLContext?.Dispose();
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}
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}
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}
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