Files
eden/src/yuzu_cmd/emu_window/emu_window_sdl3_gl.cpp
T
Kaydax ad2e1cc554 [externals] Update to SDL3 (#3952)
Since the launch of the steam controller I think it's only best to push towards updating to SDL3 allowing for a wider range of controller support

I went ahead and started on getting it working. Everything here should be functional, I've personally tested it all on Arch Linux. Still untested on windows, so looking for feedback on that

Any feedback and help would be appreciated!

Main changes:
- Bump everything to SDL3
- Handle SDL3 audio and input
- Add steam controller support, including HD Rumble
- Improved battery reporting via the status icon by using real % rather than state alone

Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3952
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-05-18 19:07:41 +02:00

158 lines
5.0 KiB
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
#include <cstdlib>
#include <string>
#define SDL_MAIN_HANDLED
#include <SDL3/SDL.h>
#include <fmt/ranges.h>
#include <glad/glad.h>
#include "common/logging.h"
#include "common/scm_rev.h"
#include "common/settings.h"
#include "common/string_util.h"
#include "core/core.h"
#include "input_common/main.h"
#include "video_core/renderer_base.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3_gl.h"
namespace {
void* SDLGLGetProcAddress(const char* proc_name) {
return reinterpret_cast<void*>(SDL_GL_GetProcAddress(proc_name));
}
} // Anonymous namespace
class SDLGLContext : public Core::Frontend::GraphicsContext {
public:
explicit SDLGLContext(SDL_Window* window_) : window{window_} {
context = SDL_GL_CreateContext(window);
}
~SDLGLContext() {
DoneCurrent();
SDL_GL_DestroyContext(context);
}
void SwapBuffers() override {
SDL_GL_SwapWindow(window);
}
void MakeCurrent() override {
if (is_current) {
return;
}
is_current = SDL_GL_MakeCurrent(window, context) == 0;
}
void DoneCurrent() override {
if (!is_current) {
return;
}
SDL_GL_MakeCurrent(window, nullptr);
is_current = false;
}
private:
SDL_Window* window;
SDL_GLContext context;
bool is_current = false;
};
bool EmuWindow_SDL3_GL::SupportsRequiredGLExtensions() {
std::vector<std::string_view> unsupported_ext{};
#ifdef HAS_OPENGL
// 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");
for (const auto& extension : unsupported_ext)
LOG_CRITICAL(Frontend, "Unsupported GL extension: {}", extension);
#endif
return unsupported_ext.empty();
}
EmuWindow_SDL3_GL::EmuWindow_SDL3_GL(InputCommon::InputSubsystem* input_subsystem_,
Core::System& system_, bool fullscreen)
: EmuWindow_SDL3{input_subsystem_, system_} {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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);
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
if (Settings::values.renderer_debug) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
}
SDL_GL_SetSwapInterval(0);
std::string window_title = fmt::format("{} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
render_window =
SDL_CreateWindow(window_title.c_str(), Layout::ScreenUndocked::Width,
Layout::ScreenUndocked::Height,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
SDL_WINDOW_HIGH_PIXEL_DENSITY);
if (render_window == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL3 window! {}", SDL_GetError());
exit(1);
}
strict_context_required = strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0;
SetWindowIcon();
if (fullscreen) {
Fullscreen();
ShowCursor(false);
}
window_context = SDL_GL_CreateContext(render_window);
core_context = CreateSharedContext();
if (window_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL3 GL context: {}", SDL_GetError());
exit(1);
}
if (core_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create shared SDL3 GL context: {}", SDL_GetError());
exit(1);
}
if (!gladLoadGLLoader(static_cast<GLADloadproc>(SDLGLGetProcAddress))) {
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);
}
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
LOG_INFO(Frontend, "Build string: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch,
Common::g_scm_desc);
Settings::LogSettings();
}
EmuWindow_SDL3_GL::~EmuWindow_SDL3_GL() {
core_context.reset();
SDL_GL_DestroyContext(window_context);
}
std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL3_GL::CreateSharedContext() const {
return std::make_unique<SDLGLContext>(render_window);
}