ppsspp/headless/SDLHeadlessHost.cpp
2018-03-25 14:49:22 -07:00

216 lines
5.6 KiB
C++

// Copyright (c) 2017- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#ifdef SDL
#include <stdio.h>
#include <SDL.h>
#include <cassert>
#include "headless/SDLHeadlessHost.h"
#include "Common/FileUtil.h"
#include "Common/GraphicsContext.h"
#include "Core/CoreParameter.h"
#include "Core/System.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/GPUState.h"
#include "base/logging.h"
#include "base/timeutil.h"
#include "gfx/gl_common.h"
#include "gfx_es2/gpu_features.h"
#include "file/vfs.h"
#include "file/zip_read.h"
#include "thin3d/thin3d_create.h"
#include "thin3d/GLRenderManager.h"
const bool WINDOW_VISIBLE = false;
const int WINDOW_WIDTH = 480;
const int WINDOW_HEIGHT = 272;
SDL_Window *CreateHiddenWindow() {
Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS;
if (!WINDOW_VISIBLE) {
flags |= SDL_WINDOW_HIDDEN;
}
return SDL_CreateWindow("PPSSPPHeadless", 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, flags);
}
class GLDummyGraphicsContext : public DummyGraphicsContext {
public:
GLDummyGraphicsContext() {
}
~GLDummyGraphicsContext() { delete draw_; }
bool InitFromRenderThread(std::string *errorMessage) override;
void ShutdownFromRenderThread() override {
delete draw_;
draw_ = nullptr;
SDL_GL_DeleteContext(glContext_);
glContext_ = nullptr;
SDL_DestroyWindow(screen_);
screen_ = nullptr;
}
Draw::DrawContext *GetDrawContext() override {
return draw_;
}
void ThreadStart() override {
renderManager_->ThreadStart();
}
bool ThreadFrame() override {
return renderManager_->ThreadFrame();
}
void ThreadEnd() override {
renderManager_->ThreadEnd();
}
void StopThread() override {
renderManager_->WaitUntilQueueIdle();
renderManager_->StopThread();
}
private:
Draw::DrawContext *draw_;
GLRenderManager *renderManager_ = nullptr;
SDL_Window *screen_;
SDL_GLContext glContext_;
};
void SDLHeadlessHost::LoadNativeAssets() {
VFSRegister("", new DirectoryAssetReader("assets/"));
VFSRegister("", new DirectoryAssetReader(""));
VFSRegister("", new DirectoryAssetReader("../"));
}
bool GLDummyGraphicsContext::InitFromRenderThread(std::string *errorMessage) {
SDL_Init(SDL_INIT_VIDEO);
// TODO
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetSwapInterval(1);
screen_ = CreateHiddenWindow();
glContext_ = SDL_GL_CreateContext(screen_);
#ifndef USING_GLES2
// Some core profile drivers elide certain extensions from GL_EXTENSIONS/etc.
// glewExperimental allows us to force GLEW to search for the pointers anyway.
if (gl_extensions.IsCoreContext)
glewExperimental = true;
if (GLEW_OK != glewInit()) {
printf("Failed to initialize glew!\n");
return false;
}
// Unfortunately, glew will generate an invalid enum error, ignore.
if (gl_extensions.IsCoreContext)
glGetError();
if (GLEW_VERSION_2_0) {
printf("OpenGL 2.0 or higher.\n");
} else {
printf("Sorry, this program requires OpenGL 2.0.\n");
return false;
}
#endif
CheckGLExtensions();
draw_ = Draw::T3DCreateGLContext();
renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
SetGPUBackend(GPUBackend::OPENGL);
bool success = draw_->CreatePresets();
assert(success);
renderManager_->SetSwapFunction([&]() {
SDL_GL_SwapWindow(screen_);
});
return success;
}
bool SDLHeadlessHost::InitGraphics(std::string *error_message, GraphicsContext **ctx) {
GraphicsContext *graphicsContext = new GLDummyGraphicsContext();
*ctx = graphicsContext;
gfx_ = graphicsContext;
std::thread th([&]{
while (threadState_ == RenderThreadState::IDLE)
sleep_ms(1);
threadState_ = RenderThreadState::STARTING;
std::string err;
if (!gfx_->InitFromRenderThread(&err)) {
threadState_ = RenderThreadState::START_FAILED;
return;
}
gfx_->ThreadStart();
threadState_ = RenderThreadState::STARTED;
while (threadState_ != RenderThreadState::STOP_REQUESTED) {
if (!gfx_->ThreadFrame()) {
break;
}
gfx_->SwapBuffers();
}
threadState_ = RenderThreadState::STOPPING;
gfx_->ThreadEnd();
gfx_->ShutdownFromRenderThread();
threadState_ = RenderThreadState::STOPPED;
});
th.detach();
LoadNativeAssets();
threadState_ = RenderThreadState::START_REQUESTED;
while (threadState_ == RenderThreadState::START_REQUESTED || threadState_ == RenderThreadState::STARTING)
sleep_ms(1);
return threadState_ == RenderThreadState::STARTED;
}
void SDLHeadlessHost::ShutdownGraphics() {
gfx_->StopThread();
while (threadState_ != RenderThreadState::STOPPED)
sleep_ms(1);
gfx_->Shutdown();
delete gfx_;
gfx_ = nullptr;
}
void SDLHeadlessHost::SwapBuffers() {
gfx_->SwapBuffers();
}
#endif