Avalonia UI - Part 1 (#3270)

* avalonia part 1

* remove vulkan ui backend

* move ui common files to ui common project

* get name for oading screen from device

* rebase.

* review 1

* review 1.1

* review

* cleanup

* addressed review

* use cancellation token

* review

* review

* rebased

* cancel library loading when closing window

* remove star  image, use fonticon instead

* delete render control frame buffer when game ends. change position of fav star

* addressed @Thog review

* ensure the right ui is downloaded in updates

* fix crash when showing not supported dialog during controller request

* add prefix to artifact names

* Auto-format Avalonia project

* Fix input

* Fix build, simplify app disposal

* remove nv stutter thread

* addressed review

* add missing change

* maintain window size if new size is zero length

* add game, handheld, docked to local

* reverse scale main window

* Update de_DE.json

* Update de_DE.json

* Update de_DE.json

* Update italian json

* Update it_IT.json

* let render timer poll with no wait

* remove unused code

* more unused code

* enabled tiered compilation and trimming

* check if window event is not closed before signaling

* fix atmospher case

* locale fix

* locale fix

* remove explicit tiered compilation declarations

* Remove ) it_IT.json

* Remove ) de_DE.json

* Update it_IT.json

* Update pt_BR locale with latest strings

* Remove ')'

* add more strings to locale

* update locale

* remove extra slash

* remove extra slash

* set firmware version to 0 if key's not found

* fix

* revert timer changes

* lock  on object instead

* Update it_IT.json

* remove unused method

* add load screen text to locale

* drop swap event

* Update de_DE.json

* Update de_DE.json

* do null check when stopping emulator

* Update de_DE.json

* Create tr_TR.json

* Add tr_TR

* Add tr_TR + Turkish

* Update it_IT.json

* Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* addressed review

* Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* use avalonia's inbuilt renderer on linux

* removed whitespace

* workaround for queue render crash with vsync off

* drop custom backend

* format files

* fix not closing issue

* remove warnings

* rebase

* update avalonia library

* Reposition the Text and Button on About Page

* Assign build version

* Remove appveyor text

Co-authored-by: gdk <gab.dark.100@gmail.com>
Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com>
Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com>
Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
This commit is contained in:
Emmanuel Hansen 2022-05-15 11:30:15 +00:00 committed by GitHub
parent 9ba73ffbe5
commit deb99d2cae
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GPG key ID: 4AEE18F83AFDEB23
161 changed files with 17179 additions and 855 deletions

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@ -1,5 +1,6 @@
using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.OpenGL.Helper;
using Ryujinx.Graphics.OpenGL.Image;
using System;
@ -7,12 +8,16 @@ namespace Ryujinx.Graphics.OpenGL
{
class Window : IWindow, IDisposable
{
private const int TextureCount = 3;
private readonly Renderer _renderer;
private int _width;
private int _height;
private bool _sizeChanged;
private int _copyFramebufferHandle;
private int _stagingFrameBuffer;
private int[] _stagingTextures;
private int _currentTexture;
internal BackgroundContextWorker BackgroundContext { get; private set; }
@ -21,13 +26,31 @@ namespace Ryujinx.Graphics.OpenGL
public Window(Renderer renderer)
{
_renderer = renderer;
_stagingTextures = new int[TextureCount];
}
public void Present(ITexture texture, ImageCrop crop, Action swapBuffersCallback)
public void Present(ITexture texture, ImageCrop crop, Action<object> swapBuffersCallback)
{
GL.Disable(EnableCap.FramebufferSrgb);
CopyTextureToFrameBufferRGB(0, GetCopyFramebufferHandleLazy(), (TextureView)texture, crop, swapBuffersCallback);
if (_sizeChanged)
{
if (_stagingFrameBuffer != 0)
{
GL.DeleteTextures(_stagingTextures.Length, _stagingTextures);
GL.DeleteFramebuffer(_stagingFrameBuffer);
}
CreateStagingFramebuffer();
_sizeChanged = false;
}
(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
CopyTextureToFrameBufferRGB(_stagingFrameBuffer, GetCopyFramebufferHandleLazy(), (TextureView)texture, crop, swapBuffersCallback);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
GL.Enable(EnableCap.FramebufferSrgb);
@ -35,19 +58,41 @@ namespace Ryujinx.Graphics.OpenGL
GL.PixelStore(PixelStoreParameter.UnpackAlignment, 4);
}
public void SetSize(int width, int height)
private void CreateStagingFramebuffer()
{
_width = width;
_height = height;
_stagingFrameBuffer = GL.GenFramebuffer();
GL.GenTextures(_stagingTextures.Length, _stagingTextures);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, _stagingFrameBuffer);
foreach (var stagingTexture in _stagingTextures)
{
GL.BindTexture(TextureTarget.Texture2D, stagingTexture);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8, _width, _height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, stagingTexture, 0);
}
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
GL.BindTexture(TextureTarget.Texture2D, 0);
}
private void CopyTextureToFrameBufferRGB(int drawFramebuffer, int readFramebuffer, TextureView view, ImageCrop crop, Action swapBuffersCallback)
public void SetSize(int width, int height)
{
(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
_width = width;
_height = height;
_sizeChanged = true;
}
private void CopyTextureToFrameBufferRGB(int drawFramebuffer, int readFramebuffer, TextureView view, ImageCrop crop, Action<object> swapBuffersCallback)
{
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, drawFramebuffer);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, readFramebuffer);
GL.FramebufferTexture2D(FramebufferTarget.DrawFramebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, _stagingTextures[_currentTexture], 0);
TextureView viewConverted = view.Format.IsBgr() ? _renderer.TextureCopy.BgraSwap(view) : view;
GL.FramebufferTexture(
@ -96,13 +141,13 @@ namespace Ryujinx.Graphics.OpenGL
srcY1 = (int)Math.Ceiling(srcY1 * scale);
}
float ratioX = crop.IsStretched ? 1.0f : MathF.Min(1.0f, _height * crop.AspectRatioX / (_width * crop.AspectRatioY));
float ratioY = crop.IsStretched ? 1.0f : MathF.Min(1.0f, _width * crop.AspectRatioY / (_height * crop.AspectRatioX));
float ratioX = crop.IsStretched ? 1.0f : MathF.Min(1.0f, _height * crop.AspectRatioX / (_width * crop.AspectRatioY));
float ratioY = crop.IsStretched ? 1.0f : MathF.Min(1.0f, _width * crop.AspectRatioY / (_height * crop.AspectRatioX));
int dstWidth = (int)(_width * ratioX);
int dstWidth = (int)(_width * ratioX);
int dstHeight = (int)(_height * ratioY);
int dstPaddingX = (_width - dstWidth) / 2;
int dstPaddingX = (_width - dstWidth) / 2;
int dstPaddingY = (_height - dstHeight) / 2;
int dstX0 = crop.FlipX ? _width - dstPaddingX : dstPaddingX;
@ -145,10 +190,10 @@ namespace Ryujinx.Graphics.OpenGL
GL.Viewport(0, 0, _width, _height);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, drawFramebuffer);
swapBuffersCallback();
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, _stagingFrameBuffer);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
swapBuffersCallback((object)_stagingTextures[_currentTexture]);
_currentTexture = ++_currentTexture % _stagingTextures.Length;
((Pipeline)_renderer.Pipeline).RestoreClipControl();
((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
@ -200,6 +245,14 @@ namespace Ryujinx.Graphics.OpenGL
_copyFramebufferHandle = 0;
}
if (_stagingFrameBuffer != 0)
{
GL.DeleteTextures(_stagingTextures.Length, _stagingTextures);
GL.DeleteFramebuffer(_stagingFrameBuffer);
_stagingFrameBuffer = 0;
_stagingTextures = null;
}
}
}
}