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-rw-r--r--src/yuzu_tester/emu_window/emu_window_sdl2_hide.cpp123
1 files changed, 123 insertions, 0 deletions
diff --git a/src/yuzu_tester/emu_window/emu_window_sdl2_hide.cpp b/src/yuzu_tester/emu_window/emu_window_sdl2_hide.cpp
new file mode 100644
index 000000000..3775a51e0
--- /dev/null
+++ b/src/yuzu_tester/emu_window/emu_window_sdl2_hide.cpp
@@ -0,0 +1,123 @@
+// Copyright 2019 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include <algorithm>
+#include <cstdlib>
+#include <string>
+#define SDL_MAIN_HANDLED
+#include <SDL.h>
+#include <fmt/format.h>
+#include <glad/glad.h>
+#include "common/logging/log.h"
+#include "common/scm_rev.h"
+#include "core/settings.h"
+#include "input_common/main.h"
+#include "yuzu_tester/emu_window/emu_window_sdl2_hide.h"
+
+bool EmuWindow_SDL2_Hide::SupportsRequiredGLExtensions() {
+ std::vector<std::string> unsupported_ext;
+
+ if (!GLAD_GL_ARB_direct_state_access)
+ unsupported_ext.push_back("ARB_direct_state_access");
+ if (!GLAD_GL_ARB_vertex_type_10f_11f_11f_rev)
+ unsupported_ext.push_back("ARB_vertex_type_10f_11f_11f_rev");
+ if (!GLAD_GL_ARB_texture_mirror_clamp_to_edge)
+ unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
+ if (!GLAD_GL_ARB_multi_bind)
+ unsupported_ext.push_back("ARB_multi_bind");
+
+ // Extensions required to support some texture formats.
+ if (!GLAD_GL_EXT_texture_compression_s3tc)
+ unsupported_ext.push_back("EXT_texture_compression_s3tc");
+ if (!GLAD_GL_ARB_texture_compression_rgtc)
+ unsupported_ext.push_back("ARB_texture_compression_rgtc");
+ if (!GLAD_GL_ARB_depth_buffer_float)
+ unsupported_ext.push_back("ARB_depth_buffer_float");
+
+ for (const std::string& ext : unsupported_ext)
+ LOG_CRITICAL(Frontend, "Unsupported GL extension: {}", ext);
+
+ return unsupported_ext.empty();
+}
+
+EmuWindow_SDL2_Hide::EmuWindow_SDL2_Hide() {
+ // Initialize the window
+ if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+ LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
+ exit(1);
+ }
+
+ InputCommon::Init();
+
+ SDL_SetMainReady();
+
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
+
+ std::string window_title = fmt::format("yuzu-tester {} | {}-{}", Common::g_build_fullname,
+ Common::g_scm_branch, Common::g_scm_desc);
+ render_window =
+ SDL_CreateWindow(window_title.c_str(),
+ SDL_WINDOWPOS_UNDEFINED, // x position
+ SDL_WINDOWPOS_UNDEFINED, // y position
+ Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
+ SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_HideWindow(render_window);
+
+ if (render_window == nullptr) {
+ LOG_CRITICAL(Frontend, "Failed to create SDL2 window! {}", SDL_GetError());
+ exit(1);
+ }
+
+ gl_context = SDL_GL_CreateContext(render_window);
+
+ if (gl_context == nullptr) {
+ LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context! {}", SDL_GetError());
+ exit(1);
+ }
+
+ if (!gladLoadGLLoader(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
+ LOG_CRITICAL(Frontend, "Failed to initialize GL functions! {}", SDL_GetError());
+ exit(1);
+ }
+
+ if (!SupportsRequiredGLExtensions()) {
+ LOG_CRITICAL(Frontend, "GPU does not support all required OpenGL extensions! Exiting...");
+ exit(1);
+ }
+
+ SDL_PumpEvents();
+ SDL_GL_SetSwapInterval(false);
+ LOG_INFO(Frontend, "yuzu-tester Version: {} | {}-{}", Common::g_build_fullname,
+ Common::g_scm_branch, Common::g_scm_desc);
+ Settings::LogSettings();
+
+ DoneCurrent();
+}
+
+EmuWindow_SDL2_Hide::~EmuWindow_SDL2_Hide() {
+ InputCommon::Shutdown();
+ SDL_GL_DeleteContext(gl_context);
+ SDL_Quit();
+}
+
+void EmuWindow_SDL2_Hide::SwapBuffers() {
+ SDL_GL_SwapWindow(render_window);
+}
+
+void EmuWindow_SDL2_Hide::PollEvents() {}
+
+void EmuWindow_SDL2_Hide::MakeCurrent() {
+ SDL_GL_MakeCurrent(render_window, gl_context);
+}
+
+void EmuWindow_SDL2_Hide::DoneCurrent() {
+ SDL_GL_MakeCurrent(render_window, nullptr);
+}