Files
OpenRA/OpenRA.Platforms.Default/Sdl2PlatformWindow.cs
RoosterDragon 874fa67036 Restore threaded renderer on Windows in windowed mode.
Previously, when running in windowed-mode on Windows, the threaded renderer would cause the minimize/restore behaviour to become unreliable. It was disabled under this configuration to avoid the problem.

This no longer occurs (perhaps fixed by an intervening SDL update?), so we can remove the workaround and always use the threaded renderer for a performance improvement.
2024-11-16 19:18:36 +02:00

590 lines
19 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Globalization;
using System.Linq;
using System.Runtime.InteropServices;
using OpenRA.Primitives;
using SDL2;
namespace OpenRA.Platforms.Default
{
sealed class Sdl2PlatformWindow : ThreadAffine, IPlatformWindow
{
readonly Sdl2Input input;
public IGraphicsContext Context { get; }
readonly IntPtr window;
bool disposed;
readonly object syncObject = new();
readonly Size windowSize;
Size surfaceSize;
float windowScale = 1f;
int2? lockedMousePosition;
float scaleModifier;
readonly GLProfile profile;
readonly GLProfile[] supportedProfiles;
internal IntPtr Window
{
get
{
lock (syncObject)
return window;
}
}
public Size NativeWindowSize
{
get
{
lock (syncObject)
return windowSize;
}
}
public Size EffectiveWindowSize
{
get
{
lock (syncObject)
return new Size((int)(windowSize.Width / scaleModifier), (int)(windowSize.Height / scaleModifier));
}
}
public float NativeWindowScale
{
get
{
lock (syncObject)
return windowScale;
}
}
public float EffectiveWindowScale
{
get
{
lock (syncObject)
return windowScale * scaleModifier;
}
}
public Size SurfaceSize
{
get
{
lock (syncObject)
return surfaceSize;
}
}
public int CurrentDisplay => SDL.SDL_GetWindowDisplayIndex(window);
public int DisplayCount => SDL.SDL_GetNumVideoDisplays();
public bool HasInputFocus { get; internal set; }
public bool IsSuspended { get; internal set; }
public GLProfile GLProfile
{
get
{
lock (syncObject)
return profile;
}
}
public GLProfile[] SupportedGLProfiles
{
get
{
lock (syncObject)
return supportedProfiles;
}
}
public event Action<float, float, float, float> OnWindowScaleChanged = (oldNative, oldEffective, newNative, newEffective) => { };
[DllImport("user32.dll")]
static extern bool SetProcessDPIAware();
[DllImport("libX11")]
static extern IntPtr XInternAtom(IntPtr display, string atom_name, bool only_if_exists);
[DllImport("libX11", CharSet = CharSet.Ansi)]
static extern int XChangeProperty(IntPtr display, IntPtr window, IntPtr property, IntPtr type, int format, IntPtr mode, string data, int elements);
[DllImport("libX11")]
static extern IntPtr XFlush(IntPtr display);
public Sdl2PlatformWindow(Size requestEffectiveWindowSize, WindowMode windowMode,
float scaleModifier, int vertexBatchSize, int indexBatchSize, int videoDisplay, GLProfile requestProfile)
{
// Lock the Window/Surface properties until initialization is complete
lock (syncObject)
{
this.scaleModifier = scaleModifier;
// Disable legacy scaling on Windows
if (Platform.CurrentPlatform == PlatformType.Windows)
SetProcessDPIAware();
// Decide which OpenGL profile to use.
// Prefer standard GL over GLES provided by the native driver
var testProfiles = new List<GLProfile> { GLProfile.ANGLE, GLProfile.Modern, GLProfile.Embedded };
var errorLog = new List<string>();
supportedProfiles = testProfiles
.Where(profile => CanCreateGLWindow(profile, errorLog))
.ToArray();
if (supportedProfiles.Length == 0)
{
foreach (var error in errorLog)
Log.Write("graphics", error);
throw new InvalidOperationException("No supported OpenGL profiles were found.");
}
profile = supportedProfiles.Contains(requestProfile) ? requestProfile : supportedProfiles[0];
// Note: This must be called after the CanCreateGLWindow checks above,
// which needs to create and destroy its own SDL contexts as a workaround for specific buggy drivers
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO) != 0)
Log.Write("graphics", $"SDL initialisation failed: {SDL.SDL_GetError()}");
SetSDLAttributes(profile);
Console.WriteLine($"Using SDL 2 with OpenGL ({profile}) renderer");
if (videoDisplay < 0 || videoDisplay >= DisplayCount)
videoDisplay = 0;
SDL.SDL_GetCurrentDisplayMode(videoDisplay, out var display);
// Windows and Linux define window sizes in native pixel units.
// Query the display/dpi scale so we can convert our requested effective size to pixels.
// This is not necessary on macOS, which defines window sizes in effective units ("points").
if (Platform.CurrentPlatform == PlatformType.Windows)
{
// Launch the game with OPENRA_DISPLAY_SCALE to force a specific scaling factor
// Otherwise fall back to Windows's DPI configuration
var scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE");
if (scaleVariable == null || !float.TryParse(scaleVariable, NumberStyles.Float, NumberFormatInfo.InvariantInfo, out windowScale) || windowScale <= 0)
if (SDL.SDL_GetDisplayDPI(videoDisplay, out var ddpi, out _, out _) == 0)
windowScale = ddpi / 96;
}
else if (Platform.CurrentPlatform == PlatformType.Linux)
{
// Launch the game with OPENRA_DISPLAY_SCALE to force a specific scaling factor
// Otherwise fall back to GDK_SCALE or parsing the x11 DPI configuration
var scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE") ?? Environment.GetEnvironmentVariable("GDK_SCALE");
if (scaleVariable == null || !float.TryParse(scaleVariable, NumberStyles.Float, NumberFormatInfo.InvariantInfo, out windowScale) || windowScale <= 0)
{
// Attempt to automatically detect DPI
try
{
var psi = new ProcessStartInfo("/usr/bin/xrdb", "-query")
{
UseShellExecute = false,
RedirectStandardOutput = true
};
var p = Process.Start(psi);
var lines = p.StandardOutput.ReadToEnd().Split('\n');
foreach (var line in lines)
if (line.StartsWith("Xft.dpi", StringComparison.Ordinal) && int.TryParse(line.AsSpan(8), out var dpi))
windowScale = dpi / 96f;
}
catch { }
}
}
Console.WriteLine($"Desktop resolution: {display.w}x{display.h}");
if (requestEffectiveWindowSize.Width == 0 && requestEffectiveWindowSize.Height == 0)
{
Console.WriteLine("No custom resolution provided, using desktop resolution");
surfaceSize = windowSize = new Size(display.w, display.h);
}
else
surfaceSize = windowSize = new Size((int)(requestEffectiveWindowSize.Width * windowScale), (int)(requestEffectiveWindowSize.Height * windowScale));
Console.WriteLine($"Using resolution: {windowSize.Width}x{windowSize.Height}");
const SDL.SDL_WindowFlags WindowFlags = SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL.SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI;
// HiDPI doesn't work properly on OSX with (legacy) fullscreen mode
if (Platform.CurrentPlatform == PlatformType.OSX && windowMode == WindowMode.Fullscreen)
SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1");
window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED_DISPLAY(videoDisplay), SDL.SDL_WINDOWPOS_CENTERED_DISPLAY(videoDisplay),
windowSize.Width, windowSize.Height, WindowFlags);
if (Platform.CurrentPlatform == PlatformType.Linux)
{
// The KDE task switcher limits itself to the 128px icon unless we
// set an X11 _KDE_NET_WM_DESKTOP_FILE property on the window
var currentDesktop = Environment.GetEnvironmentVariable("XDG_CURRENT_DESKTOP");
var desktopFilename = Environment.GetEnvironmentVariable("OPENRA_DESKTOP_FILENAME");
if (desktopFilename != null && currentDesktop == "KDE")
{
try
{
var info = default(SDL.SDL_SysWMinfo);
SDL.SDL_VERSION(out info.version);
SDL.SDL_GetWindowWMInfo(Window, ref info);
var d = info.info.x11.display;
var w = info.info.x11.window;
var property = XInternAtom(d, "_KDE_NET_WM_DESKTOP_FILE", false);
var type = XInternAtom(d, "UTF8_STRING", false);
XChangeProperty(d, w, property, type, 8, IntPtr.Zero, desktopFilename, desktopFilename.Length + 1);
XFlush(d);
}
catch
{
Log.Write("debug", "Failed to set _KDE_NET_WM_DESKTOP_FILE");
Console.WriteLine("Failed to set _KDE_NET_WM_DESKTOP_FILE");
}
}
}
// Enable high resolution rendering for Retina displays
if (Platform.CurrentPlatform == PlatformType.OSX)
{
// OSX defines the window size in "points", with a device-dependent number of pixels per point.
// The window scale is simply the ratio of GL pixels / window points.
SDL.SDL_GL_GetDrawableSize(Window, out var width, out var height);
surfaceSize = new Size(width, height);
windowScale = width * 1f / windowSize.Width;
}
else
windowSize = new Size((int)(surfaceSize.Width / windowScale), (int)(surfaceSize.Height / windowScale));
if (Game.Settings.Game.LockMouseWindow)
GrabWindowMouseFocus();
else
ReleaseWindowMouseFocus();
if (windowMode == WindowMode.Fullscreen)
{
SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN);
// Fullscreen mode on OSX will ignore the configured display resolution
// and instead always picks an arbitrary scaled resolution choice that may
// not match the window size, leading to graphical and input issues.
// We work around this by force disabling HiDPI and resetting the window and
// surface sizes to match the size that is forced by SDL.
// This is usually not what the player wants, but is the best we can consistently do.
if (Platform.CurrentPlatform == PlatformType.OSX)
{
SDL.SDL_GetWindowSize(Window, out var width, out var height);
windowSize = surfaceSize = new Size(width, height);
windowScale = 1;
}
}
else if (windowMode == WindowMode.PseudoFullscreen)
{
// Gnome >= 44 does not consider SDL_WINDOW_FULLSCREEN_DESKTOP to be borderless!
// This must be called before SetWindowFullscreen for the workaround to function.
if (Platform.CurrentPlatform == PlatformType.Linux)
SDL.SDL_SetWindowBordered(Window, SDL.SDL_bool.SDL_FALSE);
SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
if (Platform.CurrentPlatform == PlatformType.OSX)
{
// Activating SDL_WINDOW_FULLSCREEN_DESKTOP on a display with a notch will automatically
// reduce the window height and align the top-left of the window to the safe area.
//
// SDL (as of version 2.26) does not contain an API to query the safeAreaInsets before
// the window is created. We work around this by checking the window height after going
// fullscreen, and recalculating our sizes to match the new window geometry.
//
// This workaround will become redundant once window resizing is implemented.
SDL.SDL_GetWindowSize(Window, out var width, out var height);
if (height != windowSize.Height)
{
windowSize = new Size(width, height);
SDL.SDL_GL_GetDrawableSize(Window, out width, out height);
surfaceSize = new Size(width, height);
windowScale = width * 1f / windowSize.Width;
Console.WriteLine($"Using new resolution: {windowSize.Width}x{windowSize.Height}");
}
}
}
Console.WriteLine($"Using window scale {windowScale:F2}");
}
// Run graphics rendering on a dedicated thread.
// The calling thread will then have more time to process other tasks, since rendering happens in parallel.
// If the calling thread is the main game thread, this means it can run more logic and render ticks.
Context = new ThreadedGraphicsContext(new Sdl2GraphicsContext(this), vertexBatchSize, indexBatchSize);
Context.SetVSyncEnabled(Game.Settings.Graphics.VSync);
SDL.SDL_SetModState(SDL.SDL_Keymod.KMOD_NONE);
input = new Sdl2Input();
}
static byte[] DoublePixelData(byte[] data, Size size)
{
var scaledData = new byte[4 * data.Length];
for (var y = 0; y < size.Height; y++)
{
for (var x = 0; x < size.Width; x++)
{
var a = 4 * (y * size.Width + x);
var b = 8 * (2 * y * size.Width + x);
var c = b + 8 * size.Width;
for (var i = 0; i < 4; i++)
scaledData[b + i] = scaledData[b + 4 + i] = scaledData[c + i] = scaledData[c + 4 + i] = data[a + i];
}
}
return scaledData;
}
public IHardwareCursor CreateHardwareCursor(string name, Size size, byte[] data, int2 hotspot, bool pixelDouble)
{
VerifyThreadAffinity();
try
{
// Pixel double the cursor on non-OSX if the window scale is large enough
// OSX does this for us automatically
if (Platform.CurrentPlatform != PlatformType.OSX && NativeWindowScale > 1.5f)
{
data = DoublePixelData(data, size);
size = new Size(2 * size.Width, 2 * size.Height);
hotspot *= 2;
}
// Scale all but the "default" cursor if requested by the player
if (pixelDouble)
{
data = DoublePixelData(data, size);
size = new Size(2 * size.Width, 2 * size.Height);
hotspot *= 2;
}
var cursor = new Sdl2HardwareCursor(size, data, hotspot);
return cursor.Cursor == IntPtr.Zero ? null : cursor;
}
catch (Exception ex)
{
Log.Write("debug", $"Failed to create hardware cursor `{name}` - {ex.Message}");
Console.WriteLine($"Failed to create hardware cursor `{name}` - {ex.Message}");
return null;
}
}
public void SetHardwareCursor(IHardwareCursor cursor)
{
VerifyThreadAffinity();
if (cursor is Sdl2HardwareCursor c)
{
SDL.SDL_ShowCursor((int)SDL.SDL_bool.SDL_TRUE);
SDL.SDL_SetCursor(c.Cursor);
}
else
SDL.SDL_ShowCursor((int)SDL.SDL_bool.SDL_FALSE);
}
public void SetWindowTitle(string title)
{
VerifyThreadAffinity();
SDL.SDL_SetWindowTitle(window, title);
}
public void SetRelativeMouseMode(bool mode)
{
if (mode)
{
SDL.SDL_GetMouseState(out var x, out var y);
lockedMousePosition = new int2(x, y);
}
else
{
if (lockedMousePosition.HasValue)
SDL.SDL_WarpMouseInWindow(window, lockedMousePosition.Value.X, lockedMousePosition.Value.Y);
lockedMousePosition = null;
}
}
internal void WindowSizeChanged()
{
// The ratio between pixels and points can change when moving between displays in OSX
// We need to recalculate our scale to account for the potential change in the actual rendered area
if (Platform.CurrentPlatform == PlatformType.OSX)
{
SDL.SDL_GL_GetDrawableSize(Window, out var width, out var height);
if (width != SurfaceSize.Width || height != SurfaceSize.Height)
{
float oldScale;
lock (syncObject)
{
oldScale = windowScale;
surfaceSize = new Size(width, height);
windowScale = width * 1f / windowSize.Width;
}
OnWindowScaleChanged(oldScale, oldScale * scaleModifier, windowScale, windowScale * scaleModifier);
}
}
}
public void Dispose()
{
if (disposed)
return;
disposed = true;
Context?.Dispose();
if (Window != IntPtr.Zero)
SDL.SDL_DestroyWindow(Window);
SDL.SDL_Quit();
}
public void GrabWindowMouseFocus()
{
VerifyThreadAffinity();
SDL.SDL_SetWindowGrab(Window, SDL.SDL_bool.SDL_TRUE);
}
public void ReleaseWindowMouseFocus()
{
VerifyThreadAffinity();
SDL.SDL_SetWindowGrab(Window, SDL.SDL_bool.SDL_FALSE);
}
public void PumpInput(IInputHandler inputHandler)
{
VerifyThreadAffinity();
input.PumpInput(this, inputHandler, lockedMousePosition);
if (lockedMousePosition.HasValue)
SDL.SDL_WarpMouseInWindow(window, lockedMousePosition.Value.X, lockedMousePosition.Value.Y);
}
public string GetClipboardText()
{
VerifyThreadAffinity();
return Sdl2Input.GetClipboardText();
}
public bool SetClipboardText(string text)
{
VerifyThreadAffinity();
return Sdl2Input.SetClipboardText(text);
}
static void SetSDLAttributes(GLProfile profile)
{
SDL.SDL_GL_ResetAttributes();
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_RED_SIZE, 8);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_GREEN_SIZE, 8);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_BLUE_SIZE, 8);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ALPHA_SIZE, 0);
var useAngle = profile == GLProfile.ANGLE ? "1" : "0";
SDL.SDL_SetHint("SDL_OPENGL_ES_DRIVER", useAngle);
switch (profile)
{
case GLProfile.Modern:
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, (int)SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_CORE);
break;
case GLProfile.ANGLE:
case GLProfile.Embedded:
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, (int)SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_ES);
break;
}
}
static bool CanCreateGLWindow(GLProfile profile, List<string> errorLog)
{
// Implementation inspired by TestIndividualGLVersion from Veldrid
// Need to create and destroy its own SDL contexts as a workaround for specific buggy drivers
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO) != 0)
{
// Continue to harvest additional SDL errors below
errorLog.Add($"{profile}: SDL init failed: {SDL.SDL_GetError()}");
SDL.SDL_ClearError();
}
SetSDLAttributes(profile);
const SDL.SDL_WindowFlags Flags = SDL.SDL_WindowFlags.SDL_WINDOW_HIDDEN | SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL;
var window = SDL.SDL_CreateWindow("", 0, 0, 1, 1, Flags);
if (window == IntPtr.Zero || !string.IsNullOrEmpty(SDL.SDL_GetError()))
{
errorLog.Add($"{profile}: SDL window creation failed: {SDL.SDL_GetError()}");
SDL.SDL_ClearError();
SDL.SDL_Quit();
return false;
}
var context = SDL.SDL_GL_CreateContext(window);
if (context == IntPtr.Zero || SDL.SDL_GL_MakeCurrent(window, context) < 0)
{
errorLog.Add($"{profile}: GL context creation failed: {SDL.SDL_GetError()}");
SDL.SDL_ClearError();
SDL.SDL_DestroyWindow(window);
SDL.SDL_Quit();
return false;
}
// Distinguish between ANGLE and native GLES
var success = true;
if (profile == GLProfile.ANGLE || profile == GLProfile.Embedded)
{
var isAngle = SDL.SDL_GL_ExtensionSupported("GL_ANGLE_texture_usage") == SDL.SDL_bool.SDL_TRUE;
success = isAngle ^ (profile != GLProfile.ANGLE);
if (!success)
errorLog.Add(isAngle ? "GL profile is ANGLE" : "GL profile is Embedded");
}
SDL.SDL_GL_DeleteContext(context);
SDL.SDL_DestroyWindow(window);
SDL.SDL_Quit();
return success;
}
public void SetScaleModifier(float scale)
{
var oldScaleModifier = scaleModifier;
scaleModifier = scale;
OnWindowScaleChanged(windowScale, windowScale * oldScaleModifier, windowScale, windowScale * scaleModifier);
}
}
}