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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
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#include <array>
#include <memory>
Add vulkan backend (#6512) * code: Prepare frontend for vulkan support * citra_qt: Add vulkan options to the GUI * vk_instance: Collect tooling info * renderer_vulkan: Add vulkan backend * qt: Fix fullscreen and resize issues on macOS. (#47) * qt: Fix bugged macOS full screen transition. * renderer/vulkan: Fix swapchain recreation destroying in-use semaphore. * renderer/vulkan: Make gl_Position invariant. (#48) This fixes an issue with black artifacts in Pokemon games on Apple GPUs. If the vertex calculations differ slightly between render passes, it can cause parts of model faces to fail depth test. * vk_renderpass_cache: Bump pixel format count * android: Custom driver code * vk_instance: Set moltenvk configuration * rasterizer_cache: Proper surface unregister * citra_qt: Fix invalid characters * vk_rasterizer: Correct special unbind * android: Allow async presentation toggle * vk_graphics_pipeline: Fix async shader compilation * We were actually waiting for the pipelines regardless of the setting, oops * vk_rasterizer: More robust attribute loading * android: Move PollEvents to OpenGL window * Vulkan does not need this and it causes problems * vk_instance: Enable robust buffer access * Improves stability on mali devices * vk_renderpass_cache: Bring back renderpass flushing * externals: Update vulkan-headers * gl_rasterizer: Separable shaders for everyone * vk_blit_helper: Corect depth to color convertion * renderer_vulkan: Implement reinterpretation with copy * Allows reinterpreteration with simply copy on AMD * vk_graphics_pipeline: Only fast compile if no shaders are pending * With this shaders weren't being compiled in parallel * vk_swapchain: Ensure vsync doesn't lock framerate * vk_present_window: Match guest swapchain size to vulkan image count * Less latency and fixes crashes that were caused by images being deleted before free * vk_instance: Blacklist VK_EXT_pipeline_creation_cache_control with nvidia gpus * Resolves crashes when async shader compilation is enabled * vk_rasterizer: Bump async threshold to 6 * Many games have fullscreen quads with 6 vertices. Fixes pokemon textures missing with async shaders * android: More robust surface recreation * renderer_vulkan: Fix dynamic state being lost * vk_pipeline_cache: Skip cache save when no pipeline cache exists * This is the cache when loading a save state * sdl: Fix surface initialization on macOS. (#49) * sdl: Fix surface initialization on macOS. * sdl: Fix render window events not being handled under Vulkan. * renderer/vulkan: Fix binding/unbinding of shadow rendering buffer. * vk_stream_buffer: Respect non coherent access alignment * Required by nvidia GPUs on MacOS * renderer/vulkan: Support VK_EXT_fragment_shader_interlock for shadow rendering. (#51) * renderer_vulkan: Port some recent shader fixes * vk_pipeline_cache: Improve shadow detection * vk_swapchain: Add missing check * renderer_vulkan: Fix hybrid screen * Revert "gl_rasterizer: Separable shaders for everyone" Causes crashes on mali GPUs, will need separate PR This reverts commit d22d556d30ff641b62dfece85738c96b7fbf7061. * renderer_vulkan: Fix flipped screenshot --------- Co-authored-by: Steveice10 <1269164+Steveice10@users.noreply.github.com>
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#include <vector>
#include <QMainWindow>
#include <QPushButton>
Add vulkan backend (#6512) * code: Prepare frontend for vulkan support * citra_qt: Add vulkan options to the GUI * vk_instance: Collect tooling info * renderer_vulkan: Add vulkan backend * qt: Fix fullscreen and resize issues on macOS. (#47) * qt: Fix bugged macOS full screen transition. * renderer/vulkan: Fix swapchain recreation destroying in-use semaphore. * renderer/vulkan: Make gl_Position invariant. (#48) This fixes an issue with black artifacts in Pokemon games on Apple GPUs. If the vertex calculations differ slightly between render passes, it can cause parts of model faces to fail depth test. * vk_renderpass_cache: Bump pixel format count * android: Custom driver code * vk_instance: Set moltenvk configuration * rasterizer_cache: Proper surface unregister * citra_qt: Fix invalid characters * vk_rasterizer: Correct special unbind * android: Allow async presentation toggle * vk_graphics_pipeline: Fix async shader compilation * We were actually waiting for the pipelines regardless of the setting, oops * vk_rasterizer: More robust attribute loading * android: Move PollEvents to OpenGL window * Vulkan does not need this and it causes problems * vk_instance: Enable robust buffer access * Improves stability on mali devices * vk_renderpass_cache: Bring back renderpass flushing * externals: Update vulkan-headers * gl_rasterizer: Separable shaders for everyone * vk_blit_helper: Corect depth to color convertion * renderer_vulkan: Implement reinterpretation with copy * Allows reinterpreteration with simply copy on AMD * vk_graphics_pipeline: Only fast compile if no shaders are pending * With this shaders weren't being compiled in parallel * vk_swapchain: Ensure vsync doesn't lock framerate * vk_present_window: Match guest swapchain size to vulkan image count * Less latency and fixes crashes that were caused by images being deleted before free * vk_instance: Blacklist VK_EXT_pipeline_creation_cache_control with nvidia gpus * Resolves crashes when async shader compilation is enabled * vk_rasterizer: Bump async threshold to 6 * Many games have fullscreen quads with 6 vertices. Fixes pokemon textures missing with async shaders * android: More robust surface recreation * renderer_vulkan: Fix dynamic state being lost * vk_pipeline_cache: Skip cache save when no pipeline cache exists * This is the cache when loading a save state * sdl: Fix surface initialization on macOS. (#49) * sdl: Fix surface initialization on macOS. * sdl: Fix render window events not being handled under Vulkan. * renderer/vulkan: Fix binding/unbinding of shadow rendering buffer. * vk_stream_buffer: Respect non coherent access alignment * Required by nvidia GPUs on MacOS * renderer/vulkan: Support VK_EXT_fragment_shader_interlock for shadow rendering. (#51) * renderer_vulkan: Port some recent shader fixes * vk_pipeline_cache: Improve shadow detection * vk_swapchain: Add missing check * renderer_vulkan: Fix hybrid screen * Revert "gl_rasterizer: Separable shaders for everyone" Causes crashes on mali GPUs, will need separate PR This reverts commit d22d556d30ff641b62dfece85738c96b7fbf7061. * renderer_vulkan: Fix flipped screenshot --------- Co-authored-by: Steveice10 <1269164+Steveice10@users.noreply.github.com>
2023-09-13 01:28:50 +03:00
#include <QString>
#include <QTimer>
#include <QTranslator>
#include "citra_qt/compatibility_list.h"
#include "citra_qt/hotkeys.h"
#include "core/core.h"
#include "core/savestate.h"
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#ifdef __unix__
#include <QDBusObjectPath>
#endif
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class AboutDialog;
class Config;
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class ClickableLabel;
class EmuThread;
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class GameList;
enum class GameListOpenTarget;
class GameListPlaceholder;
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class GImageInfo;
class GPUCommandListWidget;
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class GPUCommandStreamWidget;
class GraphicsBreakPointsWidget;
class GraphicsTracingWidget;
class GraphicsVertexShaderWidget;
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class GRenderWindow;
class IPCRecorderWidget;
class LLEServiceModulesWidget;
class LoadingScreen;
class MicroProfileDialog;
class MultiplayerState;
class ProfilerWidget;
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template <typename>
class QFutureWatcher;
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class QLabel;
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class QProgressBar;
class QPushButton;
class QSlider;
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class RegistersWidget;
#if ENABLE_QT_UPDATER
class Updater;
#endif
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class WaitTreeWidget;
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namespace Camera {
class QtMultimediaCameraHandlerFactory;
}
namespace DiscordRPC {
class DiscordInterface;
}
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namespace Core {
class Movie;
}
namespace Ui {
class MainWindow;
}
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namespace Service::AM {
enum class InstallStatus : u32;
}
namespace Service::FS {
enum class MediaType : u32;
}
class GMainWindow : public QMainWindow {
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Q_OBJECT
/// Max number of recently loaded items to keep track of
static const int max_recent_files_item = 10;
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public:
void filterBarSetChecked(bool state);
void UpdateUITheme();
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explicit GMainWindow(Core::System& system);
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~GMainWindow();
GameList* game_list;
std::unique_ptr<DiscordRPC::DiscordInterface> discord_rpc;
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bool DropAction(QDropEvent* event);
void AcceptDropEvent(QDropEvent* event);
void UninstallTitles(
const std::vector<std::tuple<Service::FS::MediaType, u64, QString>>& titles);
public slots:
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void OnAppFocusStateChanged(Qt::ApplicationState state);
void OnLoadComplete();
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signals:
/**
* Signal that is emitted when a new EmuThread has been created and an emulation session is
* about to start. At this time, the core system emulation has been initialized, and all
* emulation handles and memory should be valid.
*
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* @param emu_thread Pointer to the newly created EmuThread (to be used by widgets that need
* to access/change emulation state).
*/
void EmulationStarting(EmuThread* emu_thread);
/**
* Signal that is emitted when emulation is about to stop. At this time, the EmuThread and core
* system emulation handles and memory are still valid, but are about become invalid.
*/
void EmulationStopping();
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void UpdateProgress(std::size_t written, std::size_t total);
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void CIAInstallReport(Service::AM::InstallStatus status, QString filepath);
void CIAInstallFinished();
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// Signal that tells widgets to update icons to use the current theme
void UpdateThemedIcons();
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private:
void InitializeWidgets();
void InitializeDebugWidgets();
void InitializeRecentFileMenuActions();
void InitializeSaveStateMenuActions();
void SetDefaultUIGeometry();
void SyncMenuUISettings();
void RestoreUIState();
void ConnectWidgetEvents();
void ConnectMenuEvents();
void UpdateMenuState();
void PreventOSSleep();
void AllowOSSleep();
bool LoadROM(const QString& filename);
void BootGame(const QString& filename);
void ShutdownGame();
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void ShowTelemetryCallout();
void SetDiscordEnabled(bool state);
void LoadAmiibo(const QString& filename);
#if ENABLE_QT_UPDATER
void ShowUpdaterWidgets();
void ShowUpdatePrompt();
void ShowNoUpdatePrompt();
void CheckForUpdates();
#endif
/**
* Stores the filename in the recently loaded files list.
* The new filename is stored at the beginning of the recently loaded files list.
* After inserting the new entry, duplicates are removed meaning that if
* this was inserted from \a OnMenuRecentFile(), the entry will be put on top
* and remove from its previous position.
*
* Finally, this function calls \a UpdateRecentFiles() to update the UI.
*
* @param filename the filename to store
*/
void StoreRecentFile(const QString& filename);
/**
* Updates the recent files menu.
* Menu entries are rebuilt from the configuration file.
* If there is no entry in the menu, the menu is greyed out.
*/
void UpdateRecentFiles();
void UpdateSaveStates();
/**
* If the emulation is running,
* asks the user if he really want to close the emulator
*
* @return true if the user confirmed
*/
bool ConfirmClose();
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bool ConfirmChangeGame();
void closeEvent(QCloseEvent* event) override;
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private slots:
void OnStartGame();
void OnRestartGame();
void OnPauseGame();
void OnPauseContinueGame();
void OnStopGame();
void OnSaveState();
void OnLoadState();
void OnMenuReportCompatibility();
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/// Called whenever a user selects a game in the game list widget.
void OnGameListLoadFile(QString game_path);
void OnGameListOpenFolder(u64 program_id, GameListOpenTarget target);
void OnGameListNavigateToGamedbEntry(u64 program_id,
const CompatibilityList& compatibility_list);
void OnGameListDumpRomFS(QString game_path, u64 program_id);
void OnGameListOpenDirectory(const QString& directory);
void OnGameListAddDirectory();
void OnGameListShowList(bool show);
void OnGameListOpenPerGameProperties(const QString& file);
void OnConfigurePerGame();
void OnMenuLoadFile();
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void OnMenuInstallCIA();
void OnMenuBootHomeMenu(u32 region);
void OnUpdateProgress(std::size_t written, std::size_t total);
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void OnCIAInstallReport(Service::AM::InstallStatus status, QString filepath);
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void OnCIAInstallFinished();
void OnMenuRecentFile();
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void OnConfigure();
void OnLoadAmiibo();
void OnRemoveAmiibo();
void OnOpenCitraFolder();
void OnToggleFilterBar();
void OnDisplayTitleBars(bool);
void InitializeHotkeys();
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void ToggleFullscreen();
void ToggleSecondaryFullscreen();
void ChangeScreenLayout();
void UpdateSecondaryWindowVisibility();
void ToggleScreenLayout();
void OnSwapScreens();
void OnRotateScreens();
void TriggerSwapScreens();
void TriggerRotateScreens();
void ShowFullscreen();
void HideFullscreen();
void ToggleWindowMode();
void OnCreateGraphicsSurfaceViewer();
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void OnRecordMovie();
void OnPlayMovie();
void OnCloseMovie();
void OnSaveMovie();
void OnCaptureScreenshot();
void OnDumpVideo();
#ifdef _WIN32
void OnOpenFFmpeg();
#endif
void OnStartVideoDumping();
void StartVideoDumping(const QString& path);
void OnStopVideoDumping();
void OnCoreError(Core::System::ResultStatus, std::string);
/// Called whenever a user selects Help->About Citra
void OnMenuAboutCitra();
#if ENABLE_QT_UPDATER
void OnUpdateFound(bool found, bool error);
void OnCheckForUpdates();
void OnOpenUpdater();
#endif
void OnLanguageChanged(const QString& locale);
void OnMouseActivity();
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private:
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Q_INVOKABLE void OnMoviePlaybackCompleted();
void UpdateStatusBar();
void UpdateBootHomeMenuState();
void LoadTranslation();
void UpdateWindowTitle();
void UpdateUISettings();
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void RetranslateStatusBar();
void InstallCIA(QStringList filepaths);
void HideMouseCursor();
void ShowMouseCursor();
void OpenPerGameConfiguration(u64 title_id, const QString& file_name);
void UpdateAPIIndicator(bool update = false);
#ifdef __unix__
void SetGamemodeEnabled(bool state);
#endif
std::unique_ptr<Ui::MainWindow> ui;
Core::System& system;
Core::Movie& movie;
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GRenderWindow* render_window;
GRenderWindow* secondary_window;
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GameListPlaceholder* game_list_placeholder;
LoadingScreen* loading_screen;
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// Status bar elements
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QProgressBar* progress_bar = nullptr;
QLabel* message_label = nullptr;
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QLabel* emu_speed_label = nullptr;
QLabel* game_fps_label = nullptr;
QLabel* emu_frametime_label = nullptr;
QPushButton* graphics_api_button = nullptr;
QTimer status_bar_update_timer;
bool message_label_used_for_movie = false;
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MultiplayerState* multiplayer_state = nullptr;
std::unique_ptr<Config> config;
// Whether emulation is currently running in Citra.
bool emulation_running = false;
std::unique_ptr<EmuThread> emu_thread;
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// The title of the game currently running
QString game_title;
// The path to the game currently running
QString game_path;
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bool auto_paused = false;
QTimer mouse_hide_timer;
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// Movie
bool movie_record_on_start = false;
QString movie_record_path;
QString movie_record_author;
bool movie_playback_on_start = false;
QString movie_playback_path;
// Video dumping
bool video_dumping_on_start = false;
QString video_dumping_path;
// Whether game shutdown is delayed due to video dumping
bool game_shutdown_delayed = false;
// Whether game was paused due to stopping video dumping
bool game_paused_for_dumping = false;
Add vulkan backend (#6512) * code: Prepare frontend for vulkan support * citra_qt: Add vulkan options to the GUI * vk_instance: Collect tooling info * renderer_vulkan: Add vulkan backend * qt: Fix fullscreen and resize issues on macOS. (#47) * qt: Fix bugged macOS full screen transition. * renderer/vulkan: Fix swapchain recreation destroying in-use semaphore. * renderer/vulkan: Make gl_Position invariant. (#48) This fixes an issue with black artifacts in Pokemon games on Apple GPUs. If the vertex calculations differ slightly between render passes, it can cause parts of model faces to fail depth test. * vk_renderpass_cache: Bump pixel format count * android: Custom driver code * vk_instance: Set moltenvk configuration * rasterizer_cache: Proper surface unregister * citra_qt: Fix invalid characters * vk_rasterizer: Correct special unbind * android: Allow async presentation toggle * vk_graphics_pipeline: Fix async shader compilation * We were actually waiting for the pipelines regardless of the setting, oops * vk_rasterizer: More robust attribute loading * android: Move PollEvents to OpenGL window * Vulkan does not need this and it causes problems * vk_instance: Enable robust buffer access * Improves stability on mali devices * vk_renderpass_cache: Bring back renderpass flushing * externals: Update vulkan-headers * gl_rasterizer: Separable shaders for everyone * vk_blit_helper: Corect depth to color convertion * renderer_vulkan: Implement reinterpretation with copy * Allows reinterpreteration with simply copy on AMD * vk_graphics_pipeline: Only fast compile if no shaders are pending * With this shaders weren't being compiled in parallel * vk_swapchain: Ensure vsync doesn't lock framerate * vk_present_window: Match guest swapchain size to vulkan image count * Less latency and fixes crashes that were caused by images being deleted before free * vk_instance: Blacklist VK_EXT_pipeline_creation_cache_control with nvidia gpus * Resolves crashes when async shader compilation is enabled * vk_rasterizer: Bump async threshold to 6 * Many games have fullscreen quads with 6 vertices. Fixes pokemon textures missing with async shaders * android: More robust surface recreation * renderer_vulkan: Fix dynamic state being lost * vk_pipeline_cache: Skip cache save when no pipeline cache exists * This is the cache when loading a save state * sdl: Fix surface initialization on macOS. (#49) * sdl: Fix surface initialization on macOS. * sdl: Fix render window events not being handled under Vulkan. * renderer/vulkan: Fix binding/unbinding of shadow rendering buffer. * vk_stream_buffer: Respect non coherent access alignment * Required by nvidia GPUs on MacOS * renderer/vulkan: Support VK_EXT_fragment_shader_interlock for shadow rendering. (#51) * renderer_vulkan: Port some recent shader fixes * vk_pipeline_cache: Improve shadow detection * vk_swapchain: Add missing check * renderer_vulkan: Fix hybrid screen * Revert "gl_rasterizer: Separable shaders for everyone" Causes crashes on mali GPUs, will need separate PR This reverts commit d22d556d30ff641b62dfece85738c96b7fbf7061. * renderer_vulkan: Fix flipped screenshot --------- Co-authored-by: Steveice10 <1269164+Steveice10@users.noreply.github.com>
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std::vector<QString> physical_devices;
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// Debugger panes
ProfilerWidget* profilerWidget;
MicroProfileDialog* microProfileDialog;
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RegistersWidget* registersWidget;
GPUCommandStreamWidget* graphicsWidget;
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GPUCommandListWidget* graphicsCommandsWidget;
GraphicsBreakPointsWidget* graphicsBreakpointsWidget;
GraphicsVertexShaderWidget* graphicsVertexShaderWidget;
GraphicsTracingWidget* graphicsTracingWidget;
IPCRecorderWidget* ipcRecorderWidget;
LLEServiceModulesWidget* lleServiceModulesWidget;
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WaitTreeWidget* waitTreeWidget;
#if ENABLE_QT_UPDATER
Updater* updater;
#endif
bool explicit_update_check = false;
bool defer_update_prompt = false;
QAction* actions_recent_files[max_recent_files_item];
std::array<QAction*, Core::SaveStateSlotCount> actions_load_state;
std::array<QAction*, Core::SaveStateSlotCount> actions_save_state;
u32 oldest_slot;
u64 oldest_slot_time;
u32 newest_slot;
u64 newest_slot_time;
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QTranslator translator;
// stores default icon theme search paths for the platform
QStringList default_theme_paths;
HotkeyRegistry hotkey_registry;
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std::shared_ptr<Camera::QtMultimediaCameraHandlerFactory> qt_cameras;
#ifdef __unix__
QDBusObjectPath wake_lock{};
#endif
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protected:
void dropEvent(QDropEvent* event) override;
void dragEnterEvent(QDragEnterEvent* event) override;
void dragMoveEvent(QDragMoveEvent* event) override;
void mouseMoveEvent(QMouseEvent* event) override;
void mousePressEvent(QMouseEvent* event) override;
void mouseReleaseEvent(QMouseEvent* event) override;
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};
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Q_DECLARE_METATYPE(std::size_t);
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Q_DECLARE_METATYPE(Service::AM::InstallStatus);