Update to SDL3

This commit is contained in:
Kaydax 2026-05-14 02:28:57 -04:00
parent d1ceeeca22
commit ac2986d9c3
No known key found for this signature in database
GPG key ID: 6D32EED87DE7F090
29 changed files with 723 additions and 491 deletions

View file

@ -119,13 +119,13 @@ if (YUZU_STATIC_BUILD)
set(QuaZip-Qt6_FORCE_BUNDLED ON)
set(YUZU_USE_BUNDLED_FFMPEG ON)
set(YUZU_USE_BUNDLED_SDL2 ON)
set(YUZU_USE_BUNDLED_SDL3 ON)
set(YUZU_USE_BUNDLED_OPENSSL ON)
set(HTTPLIB_USE_BROTLI_IF_AVAILABLE OFF)
elseif(APPLE)
set(YUZU_USE_BUNDLED_FFMPEG ON)
set(YUZU_USE_BUNDLED_SDL2 ON)
set(YUZU_USE_BUNDLED_SDL3 ON)
set(YUZU_USE_BUNDLED_OPENSSL ON)
# these libs do not properly provide static libs/let you do it with cmake
@ -195,8 +195,8 @@ if(MSVC)
endif()
# TODO(crueter): Cleanup, each dep that has a bundled option should allow to choose between bundled, external, system
cmake_dependent_option(YUZU_USE_EXTERNAL_SDL2 "Build SDL2 from external source" OFF "NOT MSVC;NOT ANDROID" OFF)
cmake_dependent_option(YUZU_USE_BUNDLED_SDL2 "Download bundled SDL2 build" "${MSVC}" "NOT ANDROID" OFF)
cmake_dependent_option(YUZU_USE_EXTERNAL_SDL3 "Build SDL3 from external source" OFF "NOT MSVC;NOT ANDROID" OFF)
cmake_dependent_option(YUZU_USE_BUNDLED_SDL3 "Download bundled SDL3 build" "${MSVC}" "NOT ANDROID" OFF)
option(ENABLE_CUBEB "Enables the cubeb audio backend" ON)
@ -559,7 +559,7 @@ if (NOT YUZU_STATIC_ROOM)
endif()
if (NOT ANDROID)
find_package(SDL2)
find_package(SDL3)
endif()
if (USE_DISCORD_PRESENCE)

View file

@ -136,8 +136,8 @@ if(ENABLE_CUBEB)
endif()
if (NOT ANDROID)
if (YUZU_USE_EXTERNAL_SDL2)
message(STATUS "Using SDL2 from externals.")
if (YUZU_USE_EXTERNAL_SDL3)
message(STATUS "Using SDL3 from externals.")
if (NOT WIN32)
# Yuzu itself needs: Atomic Audio Events Joystick Haptic Sensor Threads Timers
# Since 2.0.18 Atomic+Threads required for HIDAPI/libusb (see https://github.com/libsdl-org/SDL/issues/5095)
@ -160,19 +160,31 @@ if (NOT ANDROID)
if ("${YUZU_SYSTEM_PROFILE}" STREQUAL "steamdeck")
set(SDL_PIPEWIRE OFF) # build errors out with this on
AddJsonPackage("sdl2_steamdeck")
AddJsonPackage("sdl3_steamdeck")
else()
AddJsonPackage("sdl2_generic")
AddJsonPackage("sdl3_generic")
endif()
elseif (YUZU_USE_BUNDLED_SDL2)
message(STATUS "Using bundled SDL2")
elseif (YUZU_USE_BUNDLED_SDL3)
message(STATUS "Using bundled SDL3")
if (PLATFORM_FREEBSD)
set(BUILD_SHARED_LIBS ON)
endif()
AddJsonPackage(sdl2)
AddJsonPackage(sdl3)
endif()
find_package(SDL2 2.26.4 REQUIRED)
find_package(SDL3 3.4 REQUIRED)
# Normalize SDL3 link target across package variants.
# Some SDL3 packages export only SDL3::SDL3-shared or SDL3::SDL3-static.
if (NOT TARGET SDL3::SDL3)
if (TARGET SDL3::SDL3-shared)
add_library(SDL3::SDL3 ALIAS SDL3::SDL3-shared)
elseif (TARGET SDL3::SDL3-static)
add_library(SDL3::SDL3 ALIAS SDL3::SDL3-static)
else()
message(FATAL_ERROR "SDL3 package found, but no usable SDL3 target was exported")
endif()
endif()
endif()
set(BUILD_SHARED_LIBS OFF)

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@ -123,13 +123,14 @@
"BUNDLE_SPEEX ON"
]
},
"sdl2": {
"sdl3": {
"ci": true,
"package": "SDL2",
"name": "SDL2",
"repo": "crueter-ci/SDL2",
"version": "2.32.10-3c28e8ecc0",
"min_version": "2.26.4"
"package": "SDL3",
"name": "SDL3",
"repo": "libsdl-org/SDL",
"tag": "release-%VERSION%",
"version": "3.4.8",
"min_version": "3.4.0"
},
"catch2": {
"package": "Catch2",
@ -157,22 +158,23 @@
"find_args": "MODULE",
"git_version": "4.25"
},
"sdl2_generic": {
"package": "SDL2",
"sdl3_generic": {
"package": "SDL3",
"repo": "libsdl-org/SDL",
"tag": "release-%VERSION%",
"hash": "d5622d6bb7266f7942a7b8ad43e8a22524893bf0c2ea1af91204838d9b78d32768843f6faa248757427b8404b8c6443776d4afa6b672cd8571a4e0c03a829383",
"hash": "",
"bundled": true,
"git_version": "2.32.10",
"git_version": "3.4.8",
"skip_updates": true
},
"sdl2_steamdeck": {
"package": "SDL2",
"sdl3_steamdeck": {
"package": "SDL3",
"repo": "libsdl-org/SDL",
"sha": "cc016b0046",
"hash": "b8d9873446cdb922387471df9968e078714683046674ef0d0edddf8e25da65a539a3bae83d635496b970237f90b07b36a69f8d7855d450de59311d6d6e8c3dbc",
"tag": "release-%VERSION%",
"hash": "",
"git_version": "3.4.8",
"bundled": true,
"skip_updates": "true"
"skip_updates": true
},
"moltenvk": {
"repo": "V380-Ori/Ryujinx.MoltenVK",

View file

@ -16,7 +16,7 @@ pkgs.mkShellNoCC {
qt6.qtbase qt6.qtmultimedia qt6.qtwayland qt6.qttools
qt6.qtwebengine qt6.qt5compat
# eden-cli
SDL2
SDL3
# optional components
discord-rpc gamemode
];

View file

@ -247,11 +247,11 @@ if(ANDROID)
target_compile_definitions(audio_core PUBLIC HAVE_OBOE)
else()
target_sources(audio_core PRIVATE
sink/sdl2_sink.cpp
sink/sdl2_sink.h)
sink/sdl3_sink.cpp
sink/sdl3_sink.h)
target_link_libraries(audio_core PRIVATE SDL2::SDL2)
target_compile_definitions(audio_core PRIVATE HAVE_SDL2)
target_link_libraries(audio_core PRIVATE SDL3::SDL3)
target_compile_definitions(audio_core PRIVATE HAVE_SDL3)
endif()
create_target_directory_groups(audio_core)

View file

@ -7,16 +7,40 @@
#include <span>
#include <vector>
#include <SDL.h>
#include <SDL3/SDL.h>
#include "audio_core/common/common.h"
#include "audio_core/sink/sdl2_sink.h"
#include "audio_core/sink/sdl3_sink.h"
#include "audio_core/sink/sink_stream.h"
#include "common/logging.h"
#include "common/scope_exit.h"
#include "core/core.h"
namespace AudioCore::Sink {
namespace {
SDL_AudioDeviceID FindAudioDeviceByName(const std::string& device_name, bool capture) {
int device_count = 0;
SDL_AudioDeviceID* devices = capture ? SDL_GetAudioRecordingDevices(&device_count)
: SDL_GetAudioPlaybackDevices(&device_count);
if (devices == nullptr) {
return capture ? SDL_AUDIO_DEVICE_DEFAULT_RECORDING : SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK;
}
SDL_AudioDeviceID selected = capture ? SDL_AUDIO_DEVICE_DEFAULT_RECORDING
: SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK;
for (int i = 0; i < device_count; ++i) {
const char* current_name = SDL_GetAudioDeviceName(devices[i]);
if (current_name != nullptr && device_name == current_name) {
selected = devices[i];
break;
}
}
SDL_free(devices);
return selected;
}
} // Anonymous namespace
/**
* SDL sink stream, responsible for sinking samples to hardware.
*/
@ -39,13 +63,10 @@ public:
system_channels = system_channels_;
device_channels = device_channels_;
SDL_AudioSpec spec;
SDL_AudioSpec spec{};
spec.freq = TargetSampleRate;
spec.channels = static_cast<u8>(device_channels);
spec.format = AUDIO_S16SYS;
spec.samples = TargetSampleCount * 2;
spec.callback = &SDLSinkStream::DataCallback;
spec.userdata = this;
spec.format = SDL_AUDIO_S16;
std::string device_name{output_device};
bool capture{false};
@ -54,22 +75,28 @@ public:
capture = true;
}
SDL_AudioSpec obtained;
if (device_name.empty()) {
device = SDL_OpenAudioDevice(nullptr, capture, &spec, &obtained, false);
} else {
device = SDL_OpenAudioDevice(device_name.c_str(), capture, &spec, &obtained, false);
}
const SDL_AudioDeviceID audio_device =
device_name.empty() ? (capture ? SDL_AUDIO_DEVICE_DEFAULT_RECORDING
: SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK)
: FindAudioDeviceByName(device_name, capture);
if (device == 0) {
stream = SDL_OpenAudioDeviceStream(audio_device, &spec, &SDLSinkStream::DataCallback,
this);
if (stream == nullptr) {
LOG_CRITICAL(Audio_Sink, "Error opening SDL audio device: {}", SDL_GetError());
return;
}
SDL_AudioSpec stream_in{};
SDL_AudioSpec stream_out{};
static_cast<void>(SDL_GetAudioStreamFormat(stream, &stream_in, &stream_out));
LOG_INFO(Service_Audio,
"Opening SDL stream {} with: rate {} channels {} (system channels {}) "
" samples {}",
device, obtained.freq, obtained.channels, system_channels, obtained.samples);
" format {}",
static_cast<const void*>(stream), stream_out.freq, stream_out.channels,
system_channels, static_cast<int>(stream_out.format));
}
/**
@ -84,13 +111,14 @@ public:
* Finalize the sink stream.
*/
void Finalize() override {
if (device == 0) {
if (stream == nullptr) {
return;
}
Stop();
SDL_ClearQueuedAudio(device);
SDL_CloseAudioDevice(device);
SDL_ClearAudioStream(stream);
SDL_DestroyAudioStream(stream);
stream = nullptr;
}
/**
@ -100,23 +128,23 @@ public:
* Default false.
*/
void Start(bool resume = false) override {
if (device == 0 || !paused) {
if (stream == nullptr || !paused) {
return;
}
paused = false;
SDL_PauseAudioDevice(device, 0);
static_cast<void>(SDL_ResumeAudioStreamDevice(stream));
}
/**
* Stop the sink stream.
*/
void Stop() override {
if (device == 0 || paused) {
if (stream == nullptr || paused) {
return;
}
SignalPause();
SDL_PauseAudioDevice(device, 1);
static_cast<void>(SDL_PauseAudioStreamDevice(stream));
}
private:
@ -128,7 +156,8 @@ private:
* @param stream - Buffer of samples to be filled or read.
* @param len - Length of the stream in bytes.
*/
static void DataCallback(void* userdata, Uint8* stream, int len) {
static void DataCallback(void* userdata, SDL_AudioStream* stream, int additional_amount,
int total_amount) {
auto* impl = static_cast<SDLSinkStream*>(userdata);
if (!impl) {
@ -137,25 +166,46 @@ private:
const std::size_t num_channels = impl->GetDeviceChannels();
const std::size_t frame_size = num_channels;
const std::size_t num_frames{len / num_channels / sizeof(s16)};
if (impl->type == StreamType::In) {
std::span<const s16> input_buffer{reinterpret_cast<const s16*>(stream),
num_frames * frame_size};
const int bytes_available = SDL_GetAudioStreamAvailable(stream);
if (bytes_available <= 0) {
return;
}
std::vector<s16> input(bytes_available / static_cast<int>(sizeof(s16)));
const int bytes_read = SDL_GetAudioStreamData(stream, input.data(), bytes_available);
if (bytes_read <= 0) {
return;
}
const std::size_t num_frames =
static_cast<std::size_t>(bytes_read) / sizeof(s16) / frame_size;
std::span<const s16> input_buffer{input.data(),
static_cast<std::size_t>(bytes_read) / sizeof(s16)};
impl->ProcessAudioIn(input_buffer, num_frames);
} else {
std::span<s16> output_buffer{reinterpret_cast<s16*>(stream), num_frames * frame_size};
if (additional_amount <= 0 && total_amount <= 0) {
return;
}
const int bytes_requested = additional_amount > 0 ? additional_amount : total_amount;
std::vector<s16> output(bytes_requested / static_cast<int>(sizeof(s16)));
const std::size_t num_frames =
static_cast<std::size_t>(bytes_requested) / sizeof(s16) / frame_size;
std::span<s16> output_buffer{output.data(), output.size()};
impl->ProcessAudioOutAndRender(output_buffer, num_frames);
static_cast<void>(SDL_PutAudioStreamData(stream, output.data(), bytes_requested));
}
}
/// SDL device id of the opened input/output device
SDL_AudioDeviceID device{};
/// SDL stream attached to an opened input/output device
SDL_AudioStream* stream{};
};
SDLSink::SDLSink(std::string_view target_device_name) {
if (!SDL_WasInit(SDL_INIT_AUDIO)) {
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
if (!SDL_InitSubSystem(SDL_INIT_AUDIO)) {
LOG_CRITICAL(Audio_Sink, "SDL_InitSubSystem audio failed: {}", SDL_GetError());
return;
}
@ -218,18 +268,26 @@ std::vector<std::string> ListSDLSinkDevices(bool capture) {
std::vector<std::string> device_list;
if (!SDL_WasInit(SDL_INIT_AUDIO)) {
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
if (!SDL_InitSubSystem(SDL_INIT_AUDIO)) {
LOG_CRITICAL(Audio_Sink, "SDL_InitSubSystem audio failed: {}", SDL_GetError());
return {};
}
}
const int device_count = SDL_GetNumAudioDevices(capture);
int device_count = 0;
SDL_AudioDeviceID* devices =
capture ? SDL_GetAudioRecordingDevices(&device_count)
: SDL_GetAudioPlaybackDevices(&device_count);
if (devices == nullptr) {
return device_list;
}
for (int i = 0; i < device_count; ++i) {
if (const char* name = SDL_GetAudioDeviceName(i, capture)) {
if (const char* name = SDL_GetAudioDeviceName(devices[i])) {
device_list.emplace_back(name);
}
}
SDL_free(devices);
return device_list;
}
@ -242,7 +300,7 @@ u32 GetSDLLatency() {
// REVERTED back to 3833 - Below function IsSDLSuitable() removed, reverting to GetSDLLatency() above. - DIABLO 3 FIX
/*
bool IsSDLSuitable() {
#if !defined(HAVE_SDL2)
#if !defined(HAVE_SDL3)
return false;
#else
// Check SDL can init

View file

@ -16,8 +16,8 @@
#ifdef HAVE_CUBEB
#include "audio_core/sink/cubeb_sink.h"
#endif
#ifdef HAVE_SDL2
#include "audio_core/sink/sdl2_sink.h"
#ifdef HAVE_SDL3
#include "audio_core/sink/sdl3_sink.h"
#endif
#include "audio_core/sink/null_sink.h"
#include "common/logging.h"
@ -71,9 +71,9 @@ constexpr SinkDetails sink_details[] = {
&GetCubebLatency,
},
#endif
#ifdef HAVE_SDL2
#ifdef HAVE_SDL3
SinkDetails{
Settings::AudioEngine::Sdl2,
Settings::AudioEngine::Sdl3,
[](std::string_view device_id) -> std::unique_ptr<Sink> {
return std::make_unique<SDLSink>(device_id);
},
@ -115,10 +115,10 @@ const SinkDetails& GetOutputSinkDetails(Settings::AudioEngine sink_id) {
// BEGIN REINTRODUCED FROM 3833 - REPLACED CODE BLOCK ABOVE - DIABLO 3 FIX
// Auto-select a backend. Prefer CubeB, but it may report a large minimum latency which
// causes audio issues, in that case go with SDL.
#if defined(HAVE_CUBEB) && defined(HAVE_SDL2)
#if defined(HAVE_CUBEB) && defined(HAVE_SDL3)
iter = find_backend(Settings::AudioEngine::Cubeb);
if (iter->latency() > TargetSampleCount * 3) {
iter = find_backend(Settings::AudioEngine::Sdl2);
iter = find_backend(Settings::AudioEngine::Sdl3);
}
#else
iter = std::begin(sink_details);

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@ -92,11 +92,13 @@ struct EnumMetadata {
// AudioEngine must be specified discretely due to having existing but slightly different
// canonicalizations
// TODO (lat9nq): Remove explicit definition of AudioEngine/sink_id
enum class AudioEngine : u32 { Auto, Cubeb, Sdl2, Null, Oboe, };
enum class AudioEngine : u32 { Auto, Cubeb, Sdl3, Null, Oboe, };
template<>
inline std::vector<std::pair<std::string_view, AudioEngine>> EnumMetadata<AudioEngine>::Canonicalizations() {
return {
{"auto", AudioEngine::Auto}, {"cubeb", AudioEngine::Cubeb}, {"sdl2", AudioEngine::Sdl2},
{"auto", AudioEngine::Auto},
{"cubeb", AudioEngine::Cubeb},
{"sdl3", AudioEngine::Sdl3},
{"null", AudioEngine::Null}, {"oboe", AudioEngine::Oboe},
};
}

View file

@ -79,8 +79,8 @@ else()
helpers/joycon_protocol/rumble.cpp
helpers/joycon_protocol/rumble.h)
target_link_libraries(input_common PRIVATE SDL2::SDL2)
target_compile_definitions(input_common PRIVATE HAVE_SDL2)
target_link_libraries(input_common PRIVATE SDL3::SDL3)
target_compile_definitions(input_common PRIVATE HAVE_SDL3)
endif()
if (ENABLE_LIBUSB)

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@ -6,7 +6,7 @@
#include <array>
#include <span>
#include <thread>
#include <SDL_hidapi.h>
#include <SDL3/SDL_hidapi.h>
#include "input_common/input_engine.h"

View file

@ -15,29 +15,79 @@ namespace InputCommon {
namespace {
Common::UUID GetGUID(SDL_Joystick* joystick) {
const SDL_JoystickGUID guid = SDL_JoystickGetGUID(joystick);
const SDL_GUID guid = SDL_GetJoystickGUID(joystick);
std::array<u8, 16> data{};
std::memcpy(data.data(), guid.data, sizeof(data));
// Clear controller name crc
std::memset(data.data() + 2, 0, sizeof(u16));
return Common::UUID{data};
}
using GamepadBindings = std::vector<SDL_GamepadBinding>;
SDL_GamepadBinding EmptyBinding() {
SDL_GamepadBinding binding{};
binding.input_type = SDL_GAMEPAD_BINDTYPE_NONE;
return binding;
}
GamepadBindings GetBindings(SDL_Gamepad* controller) {
if (controller == nullptr) {
return {};
}
int binding_count = 0;
SDL_GamepadBinding** bindings = SDL_GetGamepadBindings(controller, &binding_count);
if (bindings == nullptr) {
return {};
}
GamepadBindings cached_bindings{};
cached_bindings.reserve(static_cast<std::size_t>(binding_count));
for (int i = 0; i < binding_count; ++i) {
if (const auto* current = bindings[i]) {
cached_bindings.emplace_back(*current);
}
}
SDL_free(bindings);
return cached_bindings;
}
template <typename Predicate>
SDL_GamepadBinding FindBinding(const GamepadBindings& bindings, Predicate matches) {
const auto it = std::find_if(bindings.begin(), bindings.end(), matches);
return it != bindings.end() ? *it : EmptyBinding();
}
SDL_GamepadBinding GetBindingForButton(const GamepadBindings& bindings, SDL_GamepadButton button) {
return FindBinding(bindings, [button](const SDL_GamepadBinding& current) {
return current.output_type == SDL_GAMEPAD_BINDTYPE_BUTTON &&
current.output.button == static_cast<SDL_GamepadButton>(button);
});
}
SDL_GamepadBinding GetBindingForAxis(const GamepadBindings& bindings, SDL_GamepadAxis axis) {
return FindBinding(bindings, [axis](const SDL_GamepadBinding& current) {
return current.output_type == SDL_GAMEPAD_BINDTYPE_AXIS &&
current.output.axis.axis == static_cast<SDL_GamepadAxis>(axis);
});
}
} // Anonymous namespace
static int SDLEventWatcher(void* user_data, SDL_Event* event) {
static bool SDLEventWatcher(void* user_data, SDL_Event* event) {
auto* const sdl_state = static_cast<SDLDriver*>(user_data);
sdl_state->HandleGameControllerEvent(*event);
return 0;
return true;
}
class SDLJoystick {
public:
SDLJoystick(Common::UUID guid_, int port_, SDL_Joystick* joystick,
SDL_GameController* game_controller)
: guid{guid_}, port{port_}, sdl_joystick{joystick, &SDL_JoystickClose},
sdl_controller{game_controller, &SDL_GameControllerClose} {
SDL_Gamepad* game_controller)
: guid{guid_}, port{port_}, sdl_joystick{joystick, &SDL_CloseJoystick},
sdl_controller{game_controller, &SDL_CloseGamepad} {
EnableMotion();
}
@ -45,30 +95,48 @@ public:
if (!sdl_controller) {
return;
}
SDL_GameController* controller = sdl_controller.get();
SDL_Gamepad* controller = sdl_controller.get();
if (HasMotion()) {
SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_ACCEL, SDL_FALSE);
SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_GYRO, SDL_FALSE);
SDL_SetGamepadSensorEnabled(controller, SDL_SENSOR_ACCEL, false);
SDL_SetGamepadSensorEnabled(controller, SDL_SENSOR_GYRO, false);
}
has_accel = SDL_GameControllerHasSensor(controller, SDL_SENSOR_ACCEL) == SDL_TRUE;
has_gyro = SDL_GameControllerHasSensor(controller, SDL_SENSOR_GYRO) == SDL_TRUE;
has_accel = SDL_GamepadHasSensor(controller, SDL_SENSOR_ACCEL);
has_gyro = SDL_GamepadHasSensor(controller, SDL_SENSOR_GYRO);
if (has_accel) {
SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_ACCEL, SDL_TRUE);
if (!SDL_SetGamepadSensorEnabled(controller, SDL_SENSOR_ACCEL, true)) {
LOG_WARNING(Input, "Failed to enable accelerometer sensor: {}", SDL_GetError());
}
}
if (has_gyro) {
SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_GYRO, SDL_TRUE);
if (!SDL_SetGamepadSensorEnabled(controller, SDL_SENSOR_GYRO, true)) {
LOG_WARNING(Input, "Failed to enable gyroscope sensor: {}", SDL_GetError());
}
}
LOG_INFO(Input, "Controller motion capabilities: accel={} gyro={}", has_accel, has_gyro);
}
bool HasMotion() const {
return has_gyro || has_accel;
}
bool UpdateMotion(SDL_ControllerSensorEvent event) {
bool UpdateMotion(SDL_GamepadSensorEvent event) {
constexpr float gravity_constant = 9.80665f;
std::scoped_lock lock{mutex};
const u64 time_difference = event.timestamp - last_motion_update;
last_motion_update = event.timestamp;
const u64 sensor_timestamp = event.sensor_timestamp != 0 ? event.sensor_timestamp
: event.timestamp;
if (last_motion_update == 0) {
last_motion_update = sensor_timestamp;
return false;
}
if (sensor_timestamp <= last_motion_update) {
return false;
}
// SDL3 reports sensor timestamps in nanoseconds, while the input stack expects
// delta timestamps in microseconds.
const u64 time_difference = (sensor_timestamp - last_motion_update) / 1000;
last_motion_update = sensor_timestamp;
switch (event.sensor) {
case SDL_SENSOR_ACCEL: {
motion.accel_x = -event.data[0] / gravity_constant;
@ -102,7 +170,7 @@ public:
}
motion_error_count = 0;
motion.delta_timestamp = time_difference * 1000;
motion.delta_timestamp = time_difference;
return true;
}
@ -136,26 +204,41 @@ public:
f32 high_amplitude = vibration.high_amplitude * high_frequency_scale;
if (sdl_controller) {
return SDL_GameControllerRumble(sdl_controller.get(), static_cast<u16>(low_amplitude),
static_cast<u16>(high_amplitude),
rumble_max_duration_ms) != -1;
return SDL_RumbleGamepad(sdl_controller.get(), static_cast<u16>(low_amplitude),
static_cast<u16>(high_amplitude), rumble_max_duration_ms);
} else if (sdl_joystick) {
return SDL_JoystickRumble(sdl_joystick.get(), static_cast<u16>(low_amplitude),
return SDL_RumbleJoystick(sdl_joystick.get(), static_cast<u16>(low_amplitude),
static_cast<u16>(high_amplitude),
rumble_max_duration_ms) != -1;
rumble_max_duration_ms);
}
return false;
}
bool HasHDRumble() const {
constexpr Uint16 valve_vendor_id = 0x28DE;
const auto is_known_hd_type = [](SDL_GamepadType type) {
return type == SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO ||
type == SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT ||
type == SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT ||
type == SDL_GAMEPAD_TYPE_PS5;
};
// Valve hardware doesn't have any enums in SDL, so we have to support it manually.
// Since they have HD rumble, we can assume that all their hardware supports it, even if we can't detect the exact type.
if (sdl_controller) {
const auto type = SDL_GameControllerGetType(sdl_controller.get());
return (type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) ||
(type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT) ||
(type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT) ||
(type == SDL_CONTROLLER_TYPE_PS5);
if (is_known_hd_type(SDL_GetGamepadType(sdl_controller.get())) ||
SDL_GetGamepadVendor(sdl_controller.get()) == valve_vendor_id) {
return true;
}
}
if (sdl_joystick) {
if (SDL_GetJoystickVendor(sdl_joystick.get()) == valve_vendor_id) {
return true;
}
}
return false;
}
@ -201,11 +284,11 @@ public:
return sdl_joystick.get();
}
SDL_GameController* GetSDLGameController() const {
SDL_Gamepad* GetSDLGameController() const {
return sdl_controller.get();
}
void SetSDLJoystick(SDL_Joystick* joystick, SDL_GameController* controller) {
void SetSDLJoystick(SDL_Joystick* joystick, SDL_Gamepad* controller) {
sdl_joystick.reset(joystick);
sdl_controller.reset(controller);
}
@ -232,20 +315,36 @@ public:
return false;
}
Common::Input::BatteryLevel GetBatteryLevel(SDL_JoystickPowerLevel battery_level) {
switch (battery_level) {
case SDL_JOYSTICK_POWER_EMPTY:
return Common::Input::BatteryLevel::Empty;
case SDL_JOYSTICK_POWER_LOW:
return Common::Input::BatteryLevel::Low;
case SDL_JOYSTICK_POWER_MEDIUM:
return Common::Input::BatteryLevel::Medium;
case SDL_JOYSTICK_POWER_FULL:
case SDL_JOYSTICK_POWER_MAX:
return Common::Input::BatteryLevel::Full;
case SDL_JOYSTICK_POWER_WIRED:
Common::Input::BatteryLevel GetBatteryLevel(SDL_PowerState battery_level, int percent) {
if (battery_level == SDL_POWERSTATE_CHARGING) {
return Common::Input::BatteryLevel::Charging;
case SDL_JOYSTICK_POWER_UNKNOWN:
}
if (percent >= 0 && percent <= 100) {
if (percent <= 5) {
return Common::Input::BatteryLevel::Empty;
}
if (percent <= 20) {
return Common::Input::BatteryLevel::Critical;
}
if (percent <= 40) {
return Common::Input::BatteryLevel::Low;
}
if (percent <= 70) {
return Common::Input::BatteryLevel::Medium;
}
return Common::Input::BatteryLevel::Full;
}
switch (battery_level) {
case SDL_POWERSTATE_ON_BATTERY:
return Common::Input::BatteryLevel::Medium;
case SDL_POWERSTATE_NO_BATTERY:
return Common::Input::BatteryLevel::None;
case SDL_POWERSTATE_CHARGED:
return Common::Input::BatteryLevel::Full;
case SDL_POWERSTATE_ERROR:
case SDL_POWERSTATE_UNKNOWN:
default:
return Common::Input::BatteryLevel::None;
}
@ -253,28 +352,28 @@ public:
std::string GetControllerName() const {
if (sdl_controller) {
switch (SDL_GameControllerGetType(sdl_controller.get())) {
case SDL_CONTROLLER_TYPE_XBOX360:
switch (SDL_GetGamepadType(sdl_controller.get())) {
case SDL_GAMEPAD_TYPE_XBOX360:
return "Xbox 360 Controller";
case SDL_CONTROLLER_TYPE_XBOXONE:
case SDL_GAMEPAD_TYPE_XBOXONE:
return "Xbox One Controller";
case SDL_CONTROLLER_TYPE_PS3:
case SDL_GAMEPAD_TYPE_PS3:
return "DualShock 3 Controller";
case SDL_CONTROLLER_TYPE_PS4:
case SDL_GAMEPAD_TYPE_PS4:
return "DualShock 4 Controller";
case SDL_CONTROLLER_TYPE_PS5:
case SDL_GAMEPAD_TYPE_PS5:
return "DualSense Controller";
default:
break;
}
const auto name = SDL_GameControllerName(sdl_controller.get());
const auto name = SDL_GetGamepadName(sdl_controller.get());
if (name) {
return name;
}
}
if (sdl_joystick) {
const auto name = SDL_JoystickName(sdl_joystick.get());
const auto name = SDL_GetJoystickName(sdl_joystick.get());
if (name) {
return name;
}
@ -286,8 +385,8 @@ public:
private:
Common::UUID guid;
int port;
std::unique_ptr<SDL_Joystick, decltype(&SDL_JoystickClose)> sdl_joystick;
std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
std::unique_ptr<SDL_Joystick, decltype(&SDL_CloseJoystick)> sdl_joystick;
std::unique_ptr<SDL_Gamepad, decltype(&SDL_CloseGamepad)> sdl_controller;
mutable std::mutex mutex;
u64 last_motion_update{};
@ -323,7 +422,10 @@ std::shared_ptr<SDLJoystick> SDLDriver::GetSDLJoystickByGUID(const std::string&
}
std::shared_ptr<SDLJoystick> SDLDriver::GetSDLJoystickBySDLID(SDL_JoystickID sdl_id) {
auto sdl_joystick = SDL_JoystickFromInstanceID(sdl_id);
auto sdl_joystick = SDL_GetJoystickFromID(sdl_id);
if (sdl_joystick == nullptr) {
return nullptr;
}
const auto guid = GetGUID(sdl_joystick);
std::scoped_lock lock{joystick_map_mutex};
@ -345,12 +447,46 @@ std::shared_ptr<SDLJoystick> SDLDriver::GetSDLJoystickBySDLID(SDL_JoystickID sdl
return *vec_it;
}
void SDLDriver::InitJoystick(int joystick_index) {
SDL_Joystick* sdl_joystick = SDL_JoystickOpen(joystick_index);
SDL_GameController* sdl_gamecontroller = nullptr;
std::shared_ptr<SDLJoystick> SDLDriver::GetSDLJoystickByGamepadID(SDL_JoystickID sdl_id) {
auto* const sdl_gamepad = SDL_GetGamepadFromID(sdl_id);
if (sdl_gamepad == nullptr) {
return nullptr;
}
if (SDL_IsGameController(joystick_index)) {
sdl_gamecontroller = SDL_GameControllerOpen(joystick_index);
auto* const sdl_joystick = SDL_GetGamepadJoystick(sdl_gamepad);
if (sdl_joystick == nullptr) {
return nullptr;
}
const auto guid = GetGUID(sdl_joystick);
std::scoped_lock lock{joystick_map_mutex};
const auto map_it = joystick_map.find(guid);
if (map_it == joystick_map.end()) {
return nullptr;
}
const auto vec_it = std::find_if(map_it->second.begin(), map_it->second.end(),
[sdl_joystick, sdl_gamepad](const auto& joystick) {
return joystick->GetSDLJoystick() == sdl_joystick ||
joystick->GetSDLGameController() == sdl_gamepad;
});
if (vec_it == map_it->second.end()) {
return nullptr;
}
return *vec_it;
}
void SDLDriver::InitJoystick(int joystick_index) {
SDL_Joystick* sdl_joystick = SDL_OpenJoystick(joystick_index);
SDL_Gamepad* sdl_gamecontroller = nullptr;
int battery_percent = -1;
SDL_PowerState battery_state = SDL_POWERSTATE_UNKNOWN;
if (SDL_IsGamepad(joystick_index)) {
sdl_gamecontroller = SDL_OpenGamepad(joystick_index);
}
if (!sdl_joystick) {
@ -358,13 +494,15 @@ void SDLDriver::InitJoystick(int joystick_index) {
return;
}
battery_state = SDL_GetJoystickPowerInfo(sdl_joystick, &battery_percent);
const auto guid = GetGUID(sdl_joystick);
if (Settings::values.enable_joycon_driver) {
if (guid.uuid[5] == 0x05 && guid.uuid[4] == 0x7e &&
(guid.uuid[8] == 0x06 || guid.uuid[8] == 0x07)) {
LOG_WARNING(Input, "Preferring joycon driver for device index {}", joystick_index);
SDL_JoystickClose(sdl_joystick);
SDL_CloseJoystick(sdl_joystick);
return;
}
}
@ -372,7 +510,7 @@ void SDLDriver::InitJoystick(int joystick_index) {
if (Settings::values.enable_procon_driver) {
if (guid.uuid[5] == 0x05 && guid.uuid[4] == 0x7e && guid.uuid[8] == 0x09) {
LOG_WARNING(Input, "Preferring joycon driver for device index {}", joystick_index);
SDL_JoystickClose(sdl_joystick);
SDL_CloseJoystick(sdl_joystick);
return;
}
}
@ -382,6 +520,8 @@ void SDLDriver::InitJoystick(int joystick_index) {
auto joystick = std::make_shared<SDLJoystick>(guid, 0, sdl_joystick, sdl_gamecontroller);
PreSetController(joystick->GetPadIdentifier());
joystick->EnableMotion();
SetBattery(joystick->GetPadIdentifier(),
joystick->GetBatteryLevel(battery_state, battery_percent));
joystick_map[guid].emplace_back(std::move(joystick));
return;
}
@ -394,6 +534,8 @@ void SDLDriver::InitJoystick(int joystick_index) {
if (joystick_it != joystick_guid_list.end()) {
(*joystick_it)->SetSDLJoystick(sdl_joystick, sdl_gamecontroller);
(*joystick_it)->EnableMotion();
SetBattery((*joystick_it)->GetPadIdentifier(),
(*joystick_it)->GetBatteryLevel(battery_state, battery_percent));
return;
}
@ -401,6 +543,8 @@ void SDLDriver::InitJoystick(int joystick_index) {
auto joystick = std::make_shared<SDLJoystick>(guid, port, sdl_joystick, sdl_gamecontroller);
PreSetController(joystick->GetPadIdentifier());
joystick->EnableMotion();
SetBattery(joystick->GetPadIdentifier(),
joystick->GetBatteryLevel(battery_state, battery_percent));
joystick_guid_list.emplace_back(std::move(joystick));
}
@ -428,55 +572,60 @@ void SDLDriver::PumpEvents() const {
void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
switch (event.type) {
case SDL_JOYBUTTONUP: {
case SDL_EVENT_JOYSTICK_BUTTON_UP: {
if (const auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetButton(identifier, event.jbutton.button, false);
}
break;
}
case SDL_JOYBUTTONDOWN: {
case SDL_EVENT_JOYSTICK_BUTTON_DOWN: {
if (const auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetButton(identifier, event.jbutton.button, true);
}
break;
}
case SDL_JOYHATMOTION: {
case SDL_EVENT_JOYSTICK_HAT_MOTION: {
if (const auto joystick = GetSDLJoystickBySDLID(event.jhat.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetHatButton(identifier, event.jhat.hat, event.jhat.value);
}
break;
}
case SDL_JOYAXISMOTION: {
case SDL_EVENT_JOYSTICK_AXIS_MOTION: {
if (const auto joystick = GetSDLJoystickBySDLID(event.jaxis.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetAxis(identifier, event.jaxis.axis, event.jaxis.value / 32767.0f);
}
break;
}
case SDL_CONTROLLERSENSORUPDATE: {
if (auto joystick = GetSDLJoystickBySDLID(event.csensor.which)) {
if (joystick->UpdateMotion(event.csensor)) {
case SDL_EVENT_GAMEPAD_SENSOR_UPDATE: {
auto joystick = GetSDLJoystickByGamepadID(event.gsensor.which);
if (!joystick) {
joystick = GetSDLJoystickBySDLID(event.gsensor.which);
}
if (joystick) {
if (joystick->UpdateMotion(event.gsensor)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetMotion(identifier, 0, joystick->GetMotion());
}
}
break;
}
case SDL_JOYBATTERYUPDATED: {
case SDL_EVENT_JOYSTICK_BATTERY_UPDATED: {
if (auto joystick = GetSDLJoystickBySDLID(event.jbattery.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetBattery(identifier, joystick->GetBatteryLevel(event.jbattery.level));
SetBattery(identifier,
joystick->GetBatteryLevel(event.jbattery.state, event.jbattery.percent));
}
break;
}
case SDL_JOYDEVICEREMOVED:
case SDL_EVENT_JOYSTICK_REMOVED:
LOG_DEBUG(Input, "Controller removed with Instance_ID {}", event.jdevice.which);
CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which));
CloseJoystick(SDL_GetJoystickFromID(event.jdevice.which));
break;
case SDL_JOYDEVICEADDED:
case SDL_EVENT_JOYSTICK_ADDED:
LOG_DEBUG(Input, "Controller connected with device index {}", event.jdevice.which);
InitJoystick(event.jdevice.which);
break;
@ -496,12 +645,13 @@ SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_en
// Disable raw input. When enabled this setting causes SDL to die when a web applet opens
SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT, Settings::values.enable_raw_input ? "1" : "0");
// Prevent SDL from adding undesired axis
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
// SDL3 defaults Steam Controller Bluetooth HIDAPI support to off, which can disable gyro.
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_STEAM, "1");
SDL_SetHint(SDL_HINT_GAMECONTROLLER_SENSOR_FUSION, "1");
SDL_SetHint(SDL_HINT_AUTO_UPDATE_SENSORS, "1");
// Enable HIDAPI rumble. This prevents SDL from disabling motion on PS4 and PS5 controllers
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ENHANCED_REPORTS, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
// Disable hidapi drivers for joycon controllers when the custom joycon driver is enabled
@ -523,16 +673,13 @@ SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_en
}
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED, "1");
// Share the same button mapping with non-Nintendo controllers
SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
// Disable hidapi driver for xbox. Already default on Windows, this causes conflict with native
// driver on Linux.
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_XBOX, "0");
// If the frontend is going to manage the event loop, then we don't start one here
start_thread = SDL_WasInit(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) == 0;
if (start_thread && SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) < 0) {
start_thread = SDL_WasInit(SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD) == 0;
if (start_thread && !SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD)) {
LOG_CRITICAL(Input, "SDL_Init failed with: {}", SDL_GetError());
return;
}
@ -552,19 +699,24 @@ SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_en
}
// Because the events for joystick connection happens before we have our event watcher added, we
// can just open all the joysticks right here
for (int i = 0; i < SDL_NumJoysticks(); ++i) {
InitJoystick(i);
int joystick_count = 0;
SDL_JoystickID* joysticks = SDL_GetJoysticks(&joystick_count);
if (joysticks != nullptr) {
for (int i = 0; i < joystick_count; ++i) {
InitJoystick(static_cast<int>(joysticks[i]));
}
SDL_free(joysticks);
}
}
SDLDriver::~SDLDriver() {
CloseJoysticks();
SDL_DelEventWatch(&SDLEventWatcher, this);
SDL_RemoveEventWatch(&SDLEventWatcher, this);
initialized = false;
if (start_thread) {
vibration_thread.join();
SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD);
}
}
@ -758,17 +910,17 @@ Common::ParamPackage SDLDriver::BuildMotionParam(int port, const Common::UUID& g
}
Common::ParamPackage SDLDriver::BuildParamPackageForBinding(
int port, const Common::UUID& guid, const SDL_GameControllerButtonBind& binding) const {
switch (binding.bindType) {
case SDL_CONTROLLER_BINDTYPE_NONE:
int port, const Common::UUID& guid, const SDL_GamepadBinding& binding) const {
switch (binding.input_type) {
case SDL_GAMEPAD_BINDTYPE_NONE:
break;
case SDL_CONTROLLER_BINDTYPE_AXIS:
return BuildAnalogParamPackageForButton(port, guid, binding.value.axis);
case SDL_CONTROLLER_BINDTYPE_BUTTON:
return BuildButtonParamPackageForButton(port, guid, binding.value.button);
case SDL_CONTROLLER_BINDTYPE_HAT:
return BuildHatParamPackageForButton(port, guid, binding.value.hat.hat,
static_cast<u8>(binding.value.hat.hat_mask));
case SDL_GAMEPAD_BINDTYPE_AXIS:
return BuildAnalogParamPackageForButton(port, guid, binding.input.axis.axis);
case SDL_GAMEPAD_BINDTYPE_BUTTON:
return BuildButtonParamPackageForButton(port, guid, binding.input.button);
case SDL_GAMEPAD_BINDTYPE_HAT:
return BuildHatParamPackageForButton(port, guid, binding.input.hat.hat,
static_cast<u8>(binding.input.hat.hat_mask));
}
return {};
}
@ -808,8 +960,8 @@ ButtonMapping SDLDriver::GetButtonMappingForDevice(const Common::ParamPackage& p
// Add the missing bindings for ZL/ZR
static constexpr ZButtonBindings switch_to_sdl_axis{{
{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
{Settings::NativeButton::ZL, SDL_GAMEPAD_AXIS_LEFT_TRIGGER},
{Settings::NativeButton::ZR, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER},
}};
// Parameters contain two joysticks return dual
@ -828,41 +980,41 @@ ButtonMapping SDLDriver::GetButtonMappingForDevice(const Common::ParamPackage& p
ButtonBindings SDLDriver::GetDefaultButtonBinding(
const std::shared_ptr<SDLJoystick>& joystick) const {
// Default SL/SR mapping for other controllers
auto sll_button = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
auto srl_button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
auto slr_button = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
auto srr_button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
auto sll_button = SDL_GAMEPAD_BUTTON_LEFT_SHOULDER;
auto srl_button = SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER;
auto slr_button = SDL_GAMEPAD_BUTTON_LEFT_SHOULDER;
auto srr_button = SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER;
if (joystick->IsJoyconLeft()) {
sll_button = SDL_CONTROLLER_BUTTON_PADDLE2;
srl_button = SDL_CONTROLLER_BUTTON_PADDLE4;
sll_button = SDL_GAMEPAD_BUTTON_LEFT_PADDLE1;
srl_button = SDL_GAMEPAD_BUTTON_LEFT_PADDLE2;
}
if (joystick->IsJoyconRight()) {
slr_button = SDL_CONTROLLER_BUTTON_PADDLE3;
srr_button = SDL_CONTROLLER_BUTTON_PADDLE1;
slr_button = SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2;
srr_button = SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1;
}
return {
std::pair{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
std::pair{Settings::NativeButton::A, SDL_GAMEPAD_BUTTON_EAST},
{Settings::NativeButton::B, SDL_GAMEPAD_BUTTON_SOUTH},
{Settings::NativeButton::X, SDL_GAMEPAD_BUTTON_NORTH},
{Settings::NativeButton::Y, SDL_GAMEPAD_BUTTON_WEST},
{Settings::NativeButton::LStick, SDL_GAMEPAD_BUTTON_LEFT_STICK},
{Settings::NativeButton::RStick, SDL_GAMEPAD_BUTTON_RIGHT_STICK},
{Settings::NativeButton::L, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
{Settings::NativeButton::R, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
{Settings::NativeButton::Plus, SDL_GAMEPAD_BUTTON_START},
{Settings::NativeButton::Minus, SDL_GAMEPAD_BUTTON_BACK},
{Settings::NativeButton::DLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT},
{Settings::NativeButton::DUp, SDL_GAMEPAD_BUTTON_DPAD_UP},
{Settings::NativeButton::DRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{Settings::NativeButton::DDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{Settings::NativeButton::SLLeft, sll_button},
{Settings::NativeButton::SRLeft, srl_button},
{Settings::NativeButton::SLRight, slr_button},
{Settings::NativeButton::SRRight, srr_button},
{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
{Settings::NativeButton::Screenshot, SDL_CONTROLLER_BUTTON_MISC1},
{Settings::NativeButton::Home, SDL_GAMEPAD_BUTTON_GUIDE},
{Settings::NativeButton::Screenshot, SDL_GAMEPAD_BUTTON_MISC1},
};
}
@ -872,15 +1024,16 @@ ButtonMapping SDLDriver::GetSingleControllerMapping(
ButtonMapping mapping;
mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
auto* controller = joystick->GetSDLGameController();
const auto bindings = GetBindings(controller);
for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
const auto binding = GetBindingForButton(bindings, sdl_button);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
}
for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
const auto binding = GetBindingForAxis(bindings, sdl_axis);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
@ -897,29 +1050,31 @@ ButtonMapping SDLDriver::GetDualControllerMapping(const std::shared_ptr<SDLJoyst
mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
auto* controller = joystick->GetSDLGameController();
auto* controller2 = joystick2->GetSDLGameController();
const auto bindings = GetBindings(controller);
const auto bindings2 = GetBindings(controller2);
for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
if (IsButtonOnLeftSide(switch_button)) {
const auto& binding = SDL_GameControllerGetBindForButton(controller2, sdl_button);
const auto binding = GetBindingForButton(bindings2, sdl_button);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
continue;
}
const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
const auto binding = GetBindingForButton(bindings, sdl_button);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
}
for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
if (IsButtonOnLeftSide(switch_button)) {
const auto& binding = SDL_GameControllerGetBindForAxis(controller2, sdl_axis);
const auto binding = GetBindingForAxis(bindings2, sdl_axis);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
continue;
}
const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
const auto binding = GetBindingForAxis(bindings, sdl_axis);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
@ -957,46 +1112,43 @@ AnalogMapping SDLDriver::GetAnalogMappingForDevice(const Common::ParamPackage& p
}
AnalogMapping mapping = {};
const auto& binding_left_x =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
const auto& binding_left_y =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
const auto bindings = GetBindings(controller);
const auto binding_left_x = GetBindingForAxis(bindings, SDL_GAMEPAD_AXIS_LEFTX);
const auto binding_left_y = GetBindingForAxis(bindings, SDL_GAMEPAD_AXIS_LEFTY);
if (params.Has("guid2")) {
const auto identifier = joystick2->GetPadIdentifier();
PreSetController(identifier);
PreSetAxis(identifier, binding_left_x.value.axis);
PreSetAxis(identifier, binding_left_y.value.axis);
const auto left_offset_x = -GetAxis(identifier, binding_left_x.value.axis);
const auto left_offset_y = GetAxis(identifier, binding_left_y.value.axis);
PreSetAxis(identifier, binding_left_x.input.axis.axis);
PreSetAxis(identifier, binding_left_y.input.axis.axis);
const auto left_offset_x = -GetAxis(identifier, binding_left_x.input.axis.axis);
const auto left_offset_y = GetAxis(identifier, binding_left_y.input.axis.axis);
mapping.insert_or_assign(Settings::NativeAnalog::LStick,
BuildParamPackageForAnalog(identifier, binding_left_x.value.axis,
binding_left_y.value.axis,
BuildParamPackageForAnalog(identifier, binding_left_x.input.axis.axis,
binding_left_y.input.axis.axis,
left_offset_x, left_offset_y));
} else {
const auto identifier = joystick->GetPadIdentifier();
PreSetController(identifier);
PreSetAxis(identifier, binding_left_x.value.axis);
PreSetAxis(identifier, binding_left_y.value.axis);
const auto left_offset_x = -GetAxis(identifier, binding_left_x.value.axis);
const auto left_offset_y = GetAxis(identifier, binding_left_y.value.axis);
PreSetAxis(identifier, binding_left_x.input.axis.axis);
PreSetAxis(identifier, binding_left_y.input.axis.axis);
const auto left_offset_x = -GetAxis(identifier, binding_left_x.input.axis.axis);
const auto left_offset_y = GetAxis(identifier, binding_left_y.input.axis.axis);
mapping.insert_or_assign(Settings::NativeAnalog::LStick,
BuildParamPackageForAnalog(identifier, binding_left_x.value.axis,
binding_left_y.value.axis,
BuildParamPackageForAnalog(identifier, binding_left_x.input.axis.axis,
binding_left_y.input.axis.axis,
left_offset_x, left_offset_y));
}
const auto& binding_right_x =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX);
const auto& binding_right_y =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY);
const auto binding_right_x = GetBindingForAxis(bindings, SDL_GAMEPAD_AXIS_RIGHTX);
const auto binding_right_y = GetBindingForAxis(bindings, SDL_GAMEPAD_AXIS_RIGHTY);
const auto identifier = joystick->GetPadIdentifier();
PreSetController(identifier);
PreSetAxis(identifier, binding_right_x.value.axis);
PreSetAxis(identifier, binding_right_y.value.axis);
const auto right_offset_x = -GetAxis(identifier, binding_right_x.value.axis);
const auto right_offset_y = GetAxis(identifier, binding_right_y.value.axis);
PreSetAxis(identifier, binding_right_x.input.axis.axis);
PreSetAxis(identifier, binding_right_y.input.axis.axis);
const auto right_offset_x = -GetAxis(identifier, binding_right_x.input.axis.axis);
const auto right_offset_y = GetAxis(identifier, binding_right_y.input.axis.axis);
mapping.insert_or_assign(Settings::NativeAnalog::RStick,
BuildParamPackageForAnalog(identifier, binding_right_x.value.axis,
binding_right_y.value.axis, right_offset_x,
BuildParamPackageForAnalog(identifier, binding_right_x.input.axis.axis,
binding_right_y.input.axis.axis, right_offset_x,
right_offset_y));
return mapping;
}
@ -1102,19 +1254,16 @@ bool SDLDriver::IsStickInverted(const Common::ParamPackage& params) {
const auto& axis_x = params.Get("axis_x", 0);
const auto& axis_y = params.Get("axis_y", 0);
const auto& binding_left_x =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
const auto& binding_right_x =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX);
const auto& binding_left_y =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
const auto& binding_right_y =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY);
const auto bindings = GetBindings(controller);
const auto binding_left_x = GetBindingForAxis(bindings, SDL_GAMEPAD_AXIS_LEFTX);
const auto binding_right_x = GetBindingForAxis(bindings, SDL_GAMEPAD_AXIS_RIGHTX);
const auto binding_left_y = GetBindingForAxis(bindings, SDL_GAMEPAD_AXIS_LEFTY);
const auto binding_right_y = GetBindingForAxis(bindings, SDL_GAMEPAD_AXIS_RIGHTY);
if (axis_x != binding_left_y.value.axis && axis_x != binding_right_y.value.axis) {
if (axis_x != binding_left_y.input.axis.axis && axis_x != binding_right_y.input.axis.axis) {
return false;
}
if (axis_y != binding_left_x.value.axis && axis_y != binding_right_x.value.axis) {
if (axis_y != binding_left_x.input.axis.axis && axis_y != binding_right_x.input.axis.axis) {
return false;
}
return true;

View file

@ -11,25 +11,22 @@
#include <thread>
#include <ankerl/unordered_dense.h>
#include <SDL.h>
#include <SDL3/SDL.h>
#include "common/common_types.h"
#include "common/threadsafe_queue.h"
#include "input_common/input_engine.h"
union SDL_Event;
using SDL_GameController = struct _SDL_GameController;
using SDL_Joystick = struct _SDL_Joystick;
using SDL_JoystickID = s32;
namespace InputCommon {
class SDLJoystick;
using ButtonBindings =
std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 20>;
std::array<std::pair<Settings::NativeButton::Values, SDL_GamepadButton>, 20>;
using ZButtonBindings =
std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
std::array<std::pair<Settings::NativeButton::Values, SDL_GamepadAxis>, 2>;
class SDLDriver : public InputEngine {
public:
@ -46,6 +43,7 @@ public:
/// Get the nth joystick with the corresponding GUID
std::shared_ptr<SDLJoystick> GetSDLJoystickBySDLID(SDL_JoystickID sdl_id);
std::shared_ptr<SDLJoystick> GetSDLJoystickByGamepadID(SDL_JoystickID sdl_id);
/**
* Check how many identical joysticks (by guid) were connected before the one with sdl_id and so
@ -92,7 +90,7 @@ private:
Common::ParamPackage BuildMotionParam(int port, const Common::UUID& guid) const;
Common::ParamPackage BuildParamPackageForBinding(
int port, const Common::UUID& guid, const SDL_GameControllerButtonBind& binding) const;
int port, const Common::UUID& guid, const SDL_GamepadBinding& binding) const;
Common::ParamPackage BuildParamPackageForAnalog(PadIdentifier identifier, int axis_x,
int axis_y, float offset_x,

View file

@ -10,7 +10,7 @@
#include <array>
#include <functional>
#include <SDL_hidapi.h>
#include <SDL3/SDL_hidapi.h>
#include "common/bit_field.h"
#include "common/common_funcs.h"

View file

@ -25,7 +25,7 @@
#ifdef ENABLE_LIBUSB
#include "input_common/drivers/gc_adapter.h"
#endif
#ifdef HAVE_SDL2
#ifdef HAVE_SDL3
#include "input_common/drivers/joycon.h"
#include "input_common/drivers/sdl_driver.h"
#endif
@ -90,7 +90,7 @@ struct InputSubsystem::Impl {
#endif
RegisterEngine("virtual_amiibo", virtual_amiibo);
RegisterEngine("virtual_gamepad", virtual_gamepad);
#ifdef HAVE_SDL2
#ifdef HAVE_SDL3
RegisterEngine("sdl", sdl);
RegisterEngine("joycon", joycon);
#endif
@ -124,7 +124,7 @@ struct InputSubsystem::Impl {
#endif
UnregisterEngine(virtual_amiibo);
UnregisterEngine(virtual_gamepad);
#ifdef HAVE_SDL2
#ifdef HAVE_SDL3
UnregisterEngine(sdl);
UnregisterEngine(joycon);
#endif
@ -154,7 +154,7 @@ struct InputSubsystem::Impl {
#endif
auto udp_devices = udp_client->GetInputDevices();
devices.insert(devices.end(), udp_devices.begin(), udp_devices.end());
#ifdef HAVE_SDL2
#ifdef HAVE_SDL3
auto joycon_devices = joycon->GetInputDevices();
devices.insert(devices.end(), joycon_devices.begin(), joycon_devices.end());
auto sdl_devices = sdl->GetInputDevices();
@ -189,7 +189,7 @@ struct InputSubsystem::Impl {
if (engine == udp_client->GetEngineName()) {
return udp_client;
}
#ifdef HAVE_SDL2
#ifdef HAVE_SDL3
if (engine == sdl->GetEngineName()) {
return sdl;
}
@ -280,7 +280,7 @@ struct InputSubsystem::Impl {
if (engine == virtual_gamepad->GetEngineName()) {
return true;
}
#ifdef HAVE_SDL2
#ifdef HAVE_SDL3
if (engine == sdl->GetEngineName()) {
return true;
}
@ -301,7 +301,7 @@ struct InputSubsystem::Impl {
gcadapter->BeginConfiguration();
#endif
udp_client->BeginConfiguration();
#ifdef HAVE_SDL2
#ifdef HAVE_SDL3
sdl->BeginConfiguration();
joycon->BeginConfiguration();
#endif
@ -317,7 +317,7 @@ struct InputSubsystem::Impl {
gcadapter->EndConfiguration();
#endif
udp_client->EndConfiguration();
#ifdef HAVE_SDL2
#ifdef HAVE_SDL3
sdl->EndConfiguration();
joycon->EndConfiguration();
#endif
@ -325,7 +325,7 @@ struct InputSubsystem::Impl {
void PumpEvents() const {
update_engine->PumpEvents();
#ifdef HAVE_SDL2
#ifdef HAVE_SDL3
sdl->PumpEvents();
#endif
}
@ -350,7 +350,7 @@ struct InputSubsystem::Impl {
std::shared_ptr<GCAdapter> gcadapter;
#endif
#ifdef HAVE_SDL2
#ifdef HAVE_SDL3
std::shared_ptr<SDLDriver> sdl;
std::shared_ptr<Joycons> joycon;
#endif

View file

@ -466,6 +466,6 @@ if (NOT MSVC AND (APPLE OR NOT YUZU_STATIC_BUILD))
endif()
# Remember that the linker is incredibly stupid.
target_link_libraries(yuzu PRIVATE OpenSSL::SSL OpenSSL::Crypto SDL2::SDL2)
target_link_libraries(yuzu PRIVATE OpenSSL::SSL OpenSSL::Crypto SDL3::SDL3)
create_target_directory_groups(yuzu)

View file

@ -153,7 +153,7 @@ static FileSys::VirtualFile VfsDirectoryCreateFileWrapper(const FileSys::Virtual
#include "video_core/renderer_base.h"
#include "video_core/shader_notify.h"
#include <SDL.h>
#include <SDL3/SDL.h>
#include <boost/container/flat_set.hpp>

View file

@ -17,20 +17,20 @@ endfunction()
if (ENABLE_OPENGL)
list(APPEND OPENGL_SOURCES
emu_window/emu_window_sdl2_gl.cpp
emu_window/emu_window_sdl2_gl.h
emu_window/emu_window_sdl3_gl.cpp
emu_window/emu_window_sdl3_gl.h
)
else()
set(OPENGL_SOURCES "")
endif()
add_executable(yuzu-cmd
emu_window/emu_window_sdl2.cpp
emu_window/emu_window_sdl2.h
emu_window/emu_window_sdl2_null.cpp
emu_window/emu_window_sdl2_null.h
emu_window/emu_window_sdl2_vk.cpp
emu_window/emu_window_sdl2_vk.h
emu_window/emu_window_sdl3.cpp
emu_window/emu_window_sdl3.h
emu_window/emu_window_sdl3_null.cpp
emu_window/emu_window_sdl3_null.h
emu_window/emu_window_sdl3_vk.cpp
emu_window/emu_window_sdl3_vk.h
sdl_config.cpp
sdl_config.h
yuzu.cpp
@ -50,7 +50,7 @@ target_link_libraries(yuzu-cmd PRIVATE ${PLATFORM_LIBRARIES} Threads::Threads)
create_resource("../../dist/eden.bmp" "yuzu_cmd/yuzu_icon.h" "yuzu_icon")
target_include_directories(yuzu-cmd PRIVATE ${RESOURCES_DIR})
target_link_libraries(yuzu-cmd PRIVATE SDL2::SDL2)
target_link_libraries(yuzu-cmd PRIVATE SDL3::SDL3)
if(UNIX AND NOT APPLE)
install(TARGETS yuzu-cmd)

View file

@ -1,98 +0,0 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <cstdlib>
#include <memory>
#include <string>
#include <fmt/ranges.h>
#include "common/logging.h"
#include "common/scm_rev.h"
#include "video_core/renderer_vulkan/renderer_vulkan.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2_vk.h"
#include <SDL.h>
#include <SDL_syswm.h>
EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(InputCommon::InputSubsystem* input_subsystem_,
Core::System& system_, bool fullscreen)
: EmuWindow_SDL2{input_subsystem_, system_} {
const std::string window_title = fmt::format("Eden {} | {}-{} (Vulkan)",
Common::g_build_name,
Common::g_scm_branch,
Common::g_scm_desc);
render_window =
SDL_CreateWindow(window_title.c_str(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_SysWMinfo wm;
SDL_VERSION(&wm.version);
if (SDL_GetWindowWMInfo(render_window, &wm) == SDL_FALSE) {
LOG_CRITICAL(Frontend, "Failed to get information from the window manager: {}",
SDL_GetError());
std::exit(EXIT_FAILURE);
}
SetWindowIcon();
if (fullscreen) {
Fullscreen();
ShowCursor(false);
}
switch (wm.subsystem) {
#ifdef SDL_VIDEO_DRIVER_WINDOWS
case SDL_SYSWM_TYPE::SDL_SYSWM_WINDOWS:
window_info.type = Core::Frontend::WindowSystemType::Windows;
window_info.render_surface = reinterpret_cast<void*>(wm.info.win.window);
break;
#endif
#ifdef SDL_VIDEO_DRIVER_X11
case SDL_SYSWM_TYPE::SDL_SYSWM_X11:
window_info.type = Core::Frontend::WindowSystemType::X11;
window_info.display_connection = wm.info.x11.display;
window_info.render_surface = reinterpret_cast<void*>(wm.info.x11.window);
break;
#endif
#ifdef SDL_VIDEO_DRIVER_WAYLAND
case SDL_SYSWM_TYPE::SDL_SYSWM_WAYLAND:
window_info.type = Core::Frontend::WindowSystemType::Wayland;
window_info.display_connection = wm.info.wl.display;
window_info.render_surface = wm.info.wl.surface;
break;
#endif
#ifdef SDL_VIDEO_DRIVER_COCOA
case SDL_SYSWM_TYPE::SDL_SYSWM_COCOA:
window_info.type = Core::Frontend::WindowSystemType::Cocoa;
window_info.render_surface = SDL_Metal_CreateView(render_window);
break;
#endif
#ifdef SDL_VIDEO_DRIVER_ANDROID
case SDL_SYSWM_TYPE::SDL_SYSWM_ANDROID:
window_info.type = Core::Frontend::WindowSystemType::Android;
window_info.render_surface = reinterpret_cast<void*>(wm.info.android.window);
break;
#endif
default:
LOG_CRITICAL(Frontend, "Window manager subsystem {} not implemented", wm.subsystem);
std::exit(EXIT_FAILURE);
break;
}
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
LOG_INFO(Frontend, "Eden Version: {} | {}-{} (Vulkan)", Common::g_build_name,
Common::g_scm_branch, Common::g_scm_desc);
}
EmuWindow_SDL2_VK::~EmuWindow_SDL2_VK() = default;
std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_VK::CreateSharedContext() const {
return std::make_unique<DummyContext>();
}

View file

@ -3,7 +3,7 @@
// SPDX-FileCopyrightText: 2016 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <SDL.h>
#include <SDL3/SDL.h>
#include "common/logging.h"
#include "common/scm_rev.h"
@ -15,26 +15,25 @@
#include "input_common/drivers/mouse.h"
#include "input_common/drivers/touch_screen.h"
#include "input_common/main.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3.h"
#include "yuzu_cmd/yuzu_icon.h"
EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
EmuWindow_SDL3::EmuWindow_SDL3(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
: input_subsystem{input_subsystem_}, system{system_} {
input_subsystem->Initialize();
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) < 0) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL2: {}, Exiting...", SDL_GetError());
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD)) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL3: {}, Exiting...", SDL_GetError());
exit(1);
}
SDL_SetMainReady();
}
EmuWindow_SDL2::~EmuWindow_SDL2() {
EmuWindow_SDL3::~EmuWindow_SDL3() {
system.HIDCore().UnloadInputDevices();
input_subsystem->Shutdown();
SDL_Quit();
}
InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
InputCommon::MouseButton EmuWindow_SDL3::SDLButtonToMouseButton(u32 button) const {
switch (button) {
case SDL_BUTTON_LEFT:
return InputCommon::MouseButton::Left;
@ -52,7 +51,7 @@ InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) cons
}
/// @brief Translates pixel position to float position
EmuWindow_SDL2::FloatPairNonHFA EmuWindow_SDL2::MouseToTouchPos(s32 touch_x, s32 touch_y) const {
EmuWindow_SDL3::FloatPairNonHFA EmuWindow_SDL3::MouseToTouchPos(s32 touch_x, s32 touch_y) const {
int w = 0, h = 0;
SDL_GetWindowSize(render_window, &w, &h);
const float fx = float(touch_x) / w;
@ -64,9 +63,9 @@ EmuWindow_SDL2::FloatPairNonHFA EmuWindow_SDL2::MouseToTouchPos(s32 touch_x, s32
};
}
void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
void EmuWindow_SDL3::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
const auto mouse_button = SDLButtonToMouseButton(button);
if (state == SDL_PRESSED) {
if (state != 0) {
auto const [touch_x, touch_y, _] = MouseToTouchPos(x, y);
input_subsystem->GetMouse()->PressButton(x, y, mouse_button);
input_subsystem->GetMouse()->PressMouseButton(mouse_button);
@ -76,64 +75,70 @@ void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
}
}
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
void EmuWindow_SDL3::OnMouseMotion(s32 x, s32 y) {
auto const [touch_x, touch_y, _] = MouseToTouchPos(x, y);
input_subsystem->GetMouse()->Move(x, y, 0, 0);
input_subsystem->GetMouse()->MouseMove(touch_x, touch_y);
input_subsystem->GetMouse()->TouchMove(touch_x, touch_y);
}
void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) {
void EmuWindow_SDL3::OnFingerDown(float x, float y, std::size_t id) {
input_subsystem->GetTouchScreen()->TouchPressed(x, y, id);
}
void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) {
void EmuWindow_SDL3::OnFingerMotion(float x, float y, std::size_t id) {
input_subsystem->GetTouchScreen()->TouchMoved(x, y, id);
}
void EmuWindow_SDL2::OnFingerUp() {
void EmuWindow_SDL3::OnFingerUp() {
input_subsystem->GetTouchScreen()->ReleaseAllTouch();
}
void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
if (state == SDL_PRESSED) {
void EmuWindow_SDL3::OnKeyEvent(int key, u8 state) {
if (state != 0) {
input_subsystem->GetKeyboard()->PressKey(static_cast<std::size_t>(key));
} else if (state == SDL_RELEASED) {
} else {
input_subsystem->GetKeyboard()->ReleaseKey(static_cast<std::size_t>(key));
}
}
bool EmuWindow_SDL2::IsOpen() const {
bool EmuWindow_SDL3::IsOpen() const {
return is_open;
}
bool EmuWindow_SDL2::IsShown() const {
bool EmuWindow_SDL3::IsShown() const {
return is_shown;
}
void EmuWindow_SDL2::OnResize() {
void EmuWindow_SDL3::OnResize() {
int width, height;
SDL_GL_GetDrawableSize(render_window, &width, &height);
SDL_GetWindowSizeInPixels(render_window, &width, &height);
UpdateCurrentFramebufferLayout(width, height);
}
void EmuWindow_SDL2::ShowCursor(bool show_cursor) {
SDL_ShowCursor(show_cursor ? SDL_ENABLE : SDL_DISABLE);
void EmuWindow_SDL3::ShowCursor(bool show_cursor) {
if (show_cursor) {
SDL_ShowCursor();
} else {
SDL_HideCursor();
}
}
void EmuWindow_SDL2::Fullscreen() {
void EmuWindow_SDL3::Fullscreen() {
SDL_DisplayMode display_mode;
switch (Settings::values.fullscreen_mode.GetValue()) {
case Settings::FullscreenMode::Exclusive:
// Set window size to render size before entering fullscreen -- SDL2 does not resize window
// to display dimensions automatically in this mode.
if (SDL_GetDesktopDisplayMode(0, &display_mode) == 0) {
// Set window size to render size before entering fullscreen in exclusive mode.
if (const SDL_DisplayMode* display_mode_ptr =
SDL_GetDesktopDisplayMode(SDL_GetDisplayForWindow(render_window))) {
display_mode = *display_mode_ptr;
SDL_SetWindowSize(render_window, display_mode.w, display_mode.h);
SDL_SetWindowFullscreenMode(render_window, &display_mode);
} else {
LOG_ERROR(Frontend, "SDL_GetDesktopDisplayMode failed: {}", SDL_GetError());
}
if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
if (SDL_SetWindowFullscreen(render_window, true)) {
return;
}
@ -141,7 +146,8 @@ void EmuWindow_SDL2::Fullscreen() {
LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
[[fallthrough]];
case Settings::FullscreenMode::Borderless:
if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
SDL_SetWindowFullscreenMode(render_window, nullptr);
if (SDL_SetWindowFullscreen(render_window, true)) {
return;
}
@ -156,7 +162,7 @@ void EmuWindow_SDL2::Fullscreen() {
}
}
void EmuWindow_SDL2::WaitEvent() {
void EmuWindow_SDL3::WaitEvent() {
// Called on main thread
SDL_Event event;
@ -174,52 +180,52 @@ void EmuWindow_SDL2::WaitEvent() {
}
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
OnResize();
break;
case SDL_WINDOWEVENT_MINIMIZED:
case SDL_WINDOWEVENT_EXPOSED:
is_shown = event.window.event == SDL_WINDOWEVENT_EXPOSED;
OnResize();
break;
case SDL_WINDOWEVENT_CLOSE:
is_open = false;
break;
}
case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
case SDL_EVENT_WINDOW_MAXIMIZED:
case SDL_EVENT_WINDOW_RESTORED:
OnResize();
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
case SDL_EVENT_WINDOW_MINIMIZED:
is_shown = false;
OnResize();
break;
case SDL_MOUSEMOTION:
case SDL_EVENT_WINDOW_EXPOSED:
is_shown = true;
OnResize();
break;
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
is_open = false;
break;
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
OnKeyEvent(static_cast<int>(event.key.scancode), event.key.down ? 1 : 0);
break;
case SDL_EVENT_MOUSE_MOTION:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID)
OnMouseMotion(event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID) {
OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y);
OnMouseButton(event.button.button, event.button.down ? 1 : 0,
static_cast<s32>(event.button.x), static_cast<s32>(event.button.y));
}
break;
case SDL_FINGERDOWN:
case SDL_EVENT_FINGER_DOWN:
OnFingerDown(event.tfinger.x, event.tfinger.y,
static_cast<std::size_t>(event.tfinger.touchId));
static_cast<std::size_t>(event.tfinger.touchID));
break;
case SDL_FINGERMOTION:
case SDL_EVENT_FINGER_MOTION:
OnFingerMotion(event.tfinger.x, event.tfinger.y,
static_cast<std::size_t>(event.tfinger.touchId));
static_cast<std::size_t>(event.tfinger.touchID));
break;
case SDL_FINGERUP:
case SDL_EVENT_FINGER_UP:
OnFingerUp();
break;
case SDL_QUIT:
case SDL_EVENT_QUIT:
is_open = false;
break;
default:
@ -241,22 +247,22 @@ void EmuWindow_SDL2::WaitEvent() {
}
// Credits to Samantas5855 and others for this function.
void EmuWindow_SDL2::SetWindowIcon() {
SDL_RWops* const yuzu_icon_stream = SDL_RWFromConstMem((void*)yuzu_icon, yuzu_icon_size);
void EmuWindow_SDL3::SetWindowIcon() {
SDL_IOStream* const yuzu_icon_stream = SDL_IOFromConstMem((void*)yuzu_icon, yuzu_icon_size);
if (yuzu_icon_stream == nullptr) {
LOG_WARNING(Frontend, "Failed to create Eden icon stream.");
return;
}
SDL_Surface* const window_icon = SDL_LoadBMP_RW(yuzu_icon_stream, 1);
SDL_Surface* const window_icon = SDL_LoadBMP_IO(yuzu_icon_stream, true);
if (window_icon == nullptr) {
LOG_WARNING(Frontend, "Failed to read BMP from stream.");
return;
}
// The icon is attached to the window pointer
SDL_SetWindowIcon(render_window, window_icon);
SDL_FreeSurface(window_icon);
SDL_DestroySurface(window_icon);
}
void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
void EmuWindow_SDL3::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
}

View file

@ -22,10 +22,10 @@ class InputSubsystem;
enum class MouseButton;
} // namespace InputCommon
class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
class EmuWindow_SDL3 : public Core::Frontend::EmuWindow {
public:
explicit EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_);
~EmuWindow_SDL2();
explicit EmuWindow_SDL3(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_);
~EmuWindow_SDL3();
/// Whether the window is still open, and a close request hasn't yet been sent
bool IsOpen() const;
@ -85,7 +85,7 @@ protected:
/// Is the window being shown?
bool is_shown = true;
/// Internal SDL2 render window
/// Internal SDL3 render window
SDL_Window* render_window{};
/// Keeps track of how often to update the title bar during gameplay

View file

@ -9,7 +9,7 @@
#include <string>
#define SDL_MAIN_HANDLED
#include <SDL.h>
#include <SDL3/SDL.h>
#include <fmt/ranges.h>
#include <glad/glad.h>
@ -20,7 +20,13 @@
#include "core/core.h"
#include "input_common/main.h"
#include "video_core/renderer_base.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2_gl.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:
@ -30,7 +36,7 @@ public:
~SDLGLContext() {
DoneCurrent();
SDL_GL_DeleteContext(context);
SDL_GL_DestroyContext(context);
}
void SwapBuffers() override {
@ -58,7 +64,7 @@ private:
bool is_current = false;
};
bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
bool EmuWindow_SDL3_GL::SupportsRequiredGLExtensions() {
std::vector<std::string_view> unsupported_ext{};
#ifdef HAS_OPENGL
// Extensions required to support some texture formats.
@ -72,9 +78,9 @@ bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
return unsupported_ext.empty();
}
EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem_,
EmuWindow_SDL3_GL::EmuWindow_SDL3_GL(InputCommon::InputSubsystem* input_subsystem_,
Core::System& system_, bool fullscreen)
: EmuWindow_SDL2{input_subsystem_, system_} {
: 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);
@ -92,14 +98,13 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsyste
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(),
SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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 SDL2 window! {}", SDL_GetError());
LOG_CRITICAL(Frontend, "Failed to create SDL3 window! {}", SDL_GetError());
exit(1);
}
@ -116,15 +121,15 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsyste
core_context = CreateSharedContext();
if (window_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
LOG_CRITICAL(Frontend, "Failed to create SDL3 GL context: {}", SDL_GetError());
exit(1);
}
if (core_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
LOG_CRITICAL(Frontend, "Failed to create shared SDL3 GL context: {}", SDL_GetError());
exit(1);
}
if (!gladLoadGLLoader(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
if (!gladLoadGLLoader(static_cast<GLADloadproc>(SDLGLGetProcAddress))) {
LOG_CRITICAL(Frontend, "Failed to initialize GL functions! {}", SDL_GetError());
exit(1);
}
@ -142,11 +147,11 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsyste
Settings::LogSettings();
}
EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
EmuWindow_SDL3_GL::~EmuWindow_SDL3_GL() {
core_context.reset();
SDL_GL_DeleteContext(window_context);
SDL_GL_DestroyContext(window_context);
}
std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL3_GL::CreateSharedContext() const {
return std::make_unique<SDLGLContext>(render_window);
}

View file

@ -4,8 +4,9 @@
#pragma once
#include <memory>
#include <SDL3/SDL.h>
#include "core/frontend/emu_window.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3.h"
namespace Core {
class System;
@ -15,11 +16,11 @@ namespace InputCommon {
class InputSubsystem;
}
class EmuWindow_SDL2_GL final : public EmuWindow_SDL2 {
class EmuWindow_SDL3_GL final : public EmuWindow_SDL3 {
public:
explicit EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_,
explicit EmuWindow_SDL3_GL(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_,
bool fullscreen);
~EmuWindow_SDL2_GL();
~EmuWindow_SDL3_GL();
std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
@ -27,8 +28,6 @@ private:
/// Whether the GPU and driver supports the OpenGL extension required
bool SupportsRequiredGLExtensions();
using SDL_GLContext = void*;
/// The OpenGL context associated with the window
SDL_GLContext window_context;

View file

@ -13,25 +13,25 @@
#include "common/logging.h"
#include "common/scm_rev.h"
#include "video_core/renderer_null/renderer_null.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2_null.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3_null.h"
#ifdef YUZU_USE_EXTERNAL_SDL2
#ifdef YUZU_USE_EXTERNAL_SDL3
// Include this before SDL.h to prevent the external from including a dummy
#define USING_GENERATED_CONFIG_H
#include <SDL_config.h>
#include <SDL3/SDL_config.h>
#endif
#include <SDL.h>
#include <SDL3/SDL.h>
EmuWindow_SDL2_Null::EmuWindow_SDL2_Null(InputCommon::InputSubsystem* input_subsystem_,
EmuWindow_SDL3_Null::EmuWindow_SDL3_Null(InputCommon::InputSubsystem* input_subsystem_,
Core::System& system_, bool fullscreen)
: EmuWindow_SDL2{input_subsystem_, system_} {
: EmuWindow_SDL3{input_subsystem_, system_} {
const std::string window_title = fmt::format("Eden {} | {}-{} (Vulkan)", Common::g_build_name,
Common::g_scm_branch, Common::g_scm_desc);
render_window =
SDL_CreateWindow(window_title.c_str(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_CreateWindow(window_title.c_str(), Layout::ScreenUndocked::Width,
Layout::ScreenUndocked::Height,
SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
SetWindowIcon();
@ -47,8 +47,8 @@ EmuWindow_SDL2_Null::EmuWindow_SDL2_Null(InputCommon::InputSubsystem* input_subs
Common::g_scm_branch, Common::g_scm_desc);
}
EmuWindow_SDL2_Null::~EmuWindow_SDL2_Null() = default;
EmuWindow_SDL3_Null::~EmuWindow_SDL3_Null() = default;
std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_Null::CreateSharedContext() const {
std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL3_Null::CreateSharedContext() const {
return std::make_unique<DummyContext>();
}

View file

@ -6,7 +6,7 @@
#include <memory>
#include "core/frontend/emu_window.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3.h"
namespace Core {
class System;
@ -16,11 +16,11 @@ namespace InputCommon {
class InputSubsystem;
}
class EmuWindow_SDL2_Null final : public EmuWindow_SDL2 {
class EmuWindow_SDL3_Null final : public EmuWindow_SDL3 {
public:
explicit EmuWindow_SDL2_Null(InputCommon::InputSubsystem* input_subsystem_,
explicit EmuWindow_SDL3_Null(InputCommon::InputSubsystem* input_subsystem_,
Core::System& system, bool fullscreen);
~EmuWindow_SDL2_Null() override;
~EmuWindow_SDL3_Null() override;
std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
};

View file

@ -0,0 +1,99 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <cstdlib>
#include <cstdint>
#include <memory>
#include <string>
#include <fmt/ranges.h>
#include "common/logging.h"
#include "common/scm_rev.h"
#include "video_core/renderer_vulkan/renderer_vulkan.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3_vk.h"
#include <SDL3/SDL.h>
#include <SDL3/SDL_properties.h>
EmuWindow_SDL3_VK::EmuWindow_SDL3_VK(InputCommon::InputSubsystem* input_subsystem_,
Core::System& system_, bool fullscreen)
: EmuWindow_SDL3{input_subsystem_, system_} {
const std::string window_title = fmt::format("Eden {} | {}-{} (Vulkan)",
Common::g_build_name,
Common::g_scm_branch,
Common::g_scm_desc);
render_window =
SDL_CreateWindow(window_title.c_str(), Layout::ScreenUndocked::Width,
Layout::ScreenUndocked::Height,
SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
const SDL_PropertiesID window_props = SDL_GetWindowProperties(render_window);
SetWindowIcon();
if (fullscreen) {
Fullscreen();
ShowCursor(false);
}
if (void* hwnd =
SDL_GetPointerProperty(window_props, SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr)) {
window_info.type = Core::Frontend::WindowSystemType::Windows;
window_info.render_surface = hwnd;
} else if (void* wl_display =
SDL_GetPointerProperty(window_props, SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER,
nullptr);
wl_display != nullptr) {
void* wl_surface =
SDL_GetPointerProperty(window_props, SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, nullptr);
if (wl_surface == nullptr) {
LOG_CRITICAL(Frontend, "Wayland surface is unavailable");
std::exit(EXIT_FAILURE);
}
window_info.type = Core::Frontend::WindowSystemType::Wayland;
window_info.display_connection = wl_display;
window_info.render_surface = wl_surface;
} else if (void* x11_display =
SDL_GetPointerProperty(window_props, SDL_PROP_WINDOW_X11_DISPLAY_POINTER,
nullptr);
x11_display != nullptr) {
const auto x11_window =
SDL_GetNumberProperty(window_props, SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
if (x11_window == 0) {
LOG_CRITICAL(Frontend, "X11 window handle is unavailable");
std::exit(EXIT_FAILURE);
}
window_info.type = Core::Frontend::WindowSystemType::X11;
window_info.display_connection = x11_display;
window_info.render_surface = reinterpret_cast<void*>(static_cast<uintptr_t>(x11_window));
} else if (SDL_GetPointerProperty(window_props, SDL_PROP_WINDOW_COCOA_WINDOW_POINTER,
nullptr) != nullptr) {
window_info.type = Core::Frontend::WindowSystemType::Cocoa;
window_info.render_surface = SDL_Metal_CreateView(render_window);
} else if (void* android_window =
SDL_GetPointerProperty(window_props, SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER,
nullptr);
android_window != nullptr) {
window_info.type = Core::Frontend::WindowSystemType::Android;
window_info.render_surface = android_window;
} else {
LOG_CRITICAL(Frontend, "Unable to determine native window backend from SDL properties");
std::exit(EXIT_FAILURE);
}
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
LOG_INFO(Frontend, "Eden Version: {} | {}-{} (Vulkan)", Common::g_build_name,
Common::g_scm_branch, Common::g_scm_desc);
}
EmuWindow_SDL3_VK::~EmuWindow_SDL3_VK() = default;
std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL3_VK::CreateSharedContext() const {
return std::make_unique<DummyContext>();
}

View file

@ -6,7 +6,7 @@
#include <memory>
#include "core/frontend/emu_window.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3.h"
namespace Core {
class System;
@ -16,11 +16,11 @@ namespace InputCommon {
class InputSubsystem;
}
class EmuWindow_SDL2_VK final : public EmuWindow_SDL2 {
class EmuWindow_SDL3_VK final : public EmuWindow_SDL3 {
public:
explicit EmuWindow_SDL2_VK(InputCommon::InputSubsystem* input_subsystem_, Core::System& system,
explicit EmuWindow_SDL3_VK(InputCommon::InputSubsystem* input_subsystem_, Core::System& system,
bool fullscreen);
~EmuWindow_SDL2_VK() override;
~EmuWindow_SDL3_VK() override;
std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
};

View file

@ -6,7 +6,7 @@
// SDL will break our main function in yuzu-cmd if we don't define this before adding SDL.h
#define SDL_MAIN_HANDLED
#include <SDL.h>
#include <SDL3/SDL.h>
#include "common/logging.h"
#include "input_common/main.h"

View file

@ -30,12 +30,12 @@
#include "network/network.h"
#include "sdl_config.h"
#include "video_core/renderer_base.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3.h"
#ifdef HAS_OPENGL
#include "yuzu_cmd/emu_window/emu_window_sdl2_gl.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3_gl.h"
#endif
#include "yuzu_cmd/emu_window/emu_window_sdl2_null.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2_vk.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3_null.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3_vk.h"
#ifdef _WIN32
// windows.h needs to be included before shellapi.h
@ -349,20 +349,20 @@ int main(int argc, char** argv) {
// Apply the command line arguments
system.ApplySettings();
std::unique_ptr<EmuWindow_SDL2> emu_window;
std::unique_ptr<EmuWindow_SDL3> emu_window;
switch (Settings::values.renderer_backend.GetValue()) {
#ifdef HAS_OPENGL
case Settings::RendererBackend::OpenGL_GLSL:
case Settings::RendererBackend::OpenGL_GLASM:
case Settings::RendererBackend::OpenGL_SPIRV:
emu_window = std::make_unique<EmuWindow_SDL2_GL>(&input_subsystem, system, fullscreen);
emu_window = std::make_unique<EmuWindow_SDL3_GL>(&input_subsystem, system, fullscreen);
break;
#endif
case Settings::RendererBackend::Vulkan:
emu_window = std::make_unique<EmuWindow_SDL2_VK>(&input_subsystem, system, fullscreen);
emu_window = std::make_unique<EmuWindow_SDL3_VK>(&input_subsystem, system, fullscreen);
break;
case Settings::RendererBackend::Null:
emu_window = std::make_unique<EmuWindow_SDL2_Null>(&input_subsystem, system, fullscreen);
emu_window = std::make_unique<EmuWindow_SDL3_Null>(&input_subsystem, system, fullscreen);
break;
default:
LOG_CRITICAL(Frontend, "Invalid renderer backend");