SDL Frontend: Add shared context support
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@ -19,6 +19,37 @@
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#include "input_common/sdl/sdl.h"
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#include "input_common/sdl/sdl.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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class SDLGLContext : public Core::Frontend::GraphicsContext {
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public:
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explicit SDLGLContext() {
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// create a hidden window to make the shared context against
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window = SDL_CreateWindow("", 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_HIDDEN);
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context = SDL_GL_CreateContext(window);
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}
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~SDLGLContext() {
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SDL_GL_DeleteContext(context);
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SDL_DestroyWindow(window);
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}
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void MakeCurrent() override {
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SDL_GL_MakeCurrent(window, context);
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}
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void DoneCurrent() override {
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SDL_GL_MakeCurrent(window, nullptr);
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}
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void SwapBuffers() override {}
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private:
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SDL_Window* window;
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SDL_GLContext context;
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};
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
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TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
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InputCommon::GetMotionEmu()->Tilt(x, y);
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InputCommon::GetMotionEmu()->Tilt(x, y);
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@ -153,6 +184,7 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
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SDL_GL_SetAttribute(SDL_GL_GREEN_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_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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std::string window_title = fmt::format("yuzu {} | {}-{}", Common::g_build_fullname,
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std::string window_title = fmt::format("yuzu {} | {}-{}", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc);
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Common::g_scm_branch, Common::g_scm_desc);
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@ -171,7 +203,6 @@ EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
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if (fullscreen) {
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if (fullscreen) {
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Fullscreen();
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Fullscreen();
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}
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}
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gl_context = SDL_GL_CreateContext(render_window);
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gl_context = SDL_GL_CreateContext(render_window);
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if (gl_context == nullptr) {
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if (gl_context == nullptr) {
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@ -280,3 +311,7 @@ void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(
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SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
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SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
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}
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}
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std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2::CreateSharedContext() const {
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return std::make_unique<SDLGLContext>();
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}
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@ -27,6 +27,8 @@ public:
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/// Releases the GL context from the caller thread
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/// Releases the GL context from the caller thread
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void DoneCurrent() override;
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void DoneCurrent() override;
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std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
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/// Whether the window is still open, and a close request hasn't yet been sent
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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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bool IsOpen() const;
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