mirror of
https://github.com/vrcx-team/VRCX.git
synced 2026-04-06 00:32:02 +02:00
* fix: open folder and select item on linux * feat: linux wrist overlay * feat: linux hmd overlay * feat: replace unix sockets with shm on linux * fix: reduce linux wrist overlay fps * fix: hide electron offscreen windows * fix: destroy electron offscreen windows when not in use * fix: open folder and select item on linux * feat: cpu, uptime and device monitoring on linux * feat: native wayland gl context with x11 fallback on linux * fix: use platform agnostic wording for common folders * fix: crash dumps folder button on linux * fix: enable missing VR notification options on linux * fix: update cef, eslint config to include updated AppApiVr names * merge: rebase linux VR changes to upstream * Clean up * Load custom file contents rather than path Fixes loading custom file in debug mode * fix: call SetVR on linux as well * fix: AppApiVrElectron init, properly create and dispose of shm * Handle avatar history error * Lint * Change overlay dispose logic * macOS DOTNET_ROOT * Remove moving dotnet bin * Fix * fix: init overlay on SteamVR restart * Fix fetching empty instance, fix user dialog not fetching * Trim direct access inputs * Make icon higher res, because mac build would fail 😂 * macOS fixes * will it build? that's the question * fix: ensure offscreen windows are ready before vrinit * will it build? that's the question * will it build? that's the question * meow * one, more, time * Fix crash and overlay ellipsis * a --------- Co-authored-by: Natsumi <cmcooper123@hotmail.com>
170 lines
5.9 KiB
C#
170 lines
5.9 KiB
C#
using System;
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using System.Runtime.InteropServices;
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public static class GLContextX11
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{
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[DllImport("libX11.so.6")]
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private static extern IntPtr XOpenDisplay(IntPtr display);
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[DllImport("libX11.so.6")]
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private static extern int XDefaultScreen(IntPtr display);
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[DllImport("libGL.so.1")]
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private static extern IntPtr glXChooseVisual(IntPtr display, int screen, int[] attribList);
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[DllImport("libX11.so.6")]
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private static extern IntPtr XCreateSimpleWindow(IntPtr display, IntPtr parent, int x, int y, uint width, uint height, uint border_width, ulong border, ulong background);
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[DllImport("libX11.so.6")]
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private static extern int XMapWindow(IntPtr display, IntPtr window);
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[DllImport("libX11.so.6")]
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private static extern int XUnmapWindow(IntPtr display, IntPtr window);
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[DllImport("libGL.so.1")]
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private static extern IntPtr glXCreateContext(IntPtr display, IntPtr visual, IntPtr shareList, bool direct);
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[DllImport("libGL.so.1")]
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private static extern bool glXMakeCurrent(IntPtr display, IntPtr drawable, IntPtr context);
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[DllImport("libGL.so.1")]
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private static extern void glXDestroyContext(IntPtr display, IntPtr context);
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[DllImport("libX11.so.6")]
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private static extern int XDestroyWindow(IntPtr display, IntPtr window);
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[DllImport("libX11.so.6")]
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private static extern int XCloseDisplay(IntPtr display);
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[DllImport("libX11.so.6")]
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private static extern int XFlush(IntPtr display);
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[DllImport("libX11.so.6")]
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private static extern IntPtr XRootWindow(IntPtr display, int screen);
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[DllImport("libX11.so.6")]
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private static extern int XStoreName(IntPtr display, IntPtr window, string window_name);
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[DllImport("libX11.so.6")]
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private static extern int XChangeWindowAttributes(IntPtr display, IntPtr window, ulong valuemask, ref XSetWindowAttributes attributes);
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[DllImport("libX11.so.6")]
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private static extern int XMoveWindow(IntPtr display, IntPtr window, int x, int y);
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[DllImport("libX11.so.6")]
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private static extern int XResizeWindow(IntPtr display, IntPtr window, uint width, uint height);
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[StructLayout(LayoutKind.Sequential)]
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private struct XSetWindowAttributes
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{
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public IntPtr background_pixmap;
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public ulong background_pixel;
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public IntPtr border_pixmap;
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public ulong border_pixel;
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public int bit_gravity;
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public int win_gravity;
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public int backing_store;
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public ulong backing_planes;
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public ulong backing_pixel;
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public bool save_under;
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public long event_mask;
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public long do_not_propagate_mask;
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public bool override_redirect;
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public IntPtr colormap;
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public IntPtr cursor;
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}
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private const ulong CWOverrideRedirect = 0x00000200;
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private const ulong CWBackPixel = 0x00000002;
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private const ulong CWBorderPixel = 0x00000008;
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private static IntPtr display = IntPtr.Zero;
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private static IntPtr window = IntPtr.Zero;
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private static IntPtr context = IntPtr.Zero;
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private static bool windowVisible = false;
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public static bool Initialise()
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{
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try
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{
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display = XOpenDisplay(IntPtr.Zero);
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if (display == IntPtr.Zero)
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{
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Console.WriteLine("No X11 display available");
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return false;
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}
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int screen = XDefaultScreen(display);
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// Request a visual that supports OpenGL
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int[] attribs = { 4, 1, 5, 1, 12, 1, 0 }; // GLX_RGBA, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 1, None
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IntPtr visual = glXChooseVisual(display, screen, attribs);
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if (visual == IntPtr.Zero)
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{
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Console.WriteLine("Failed to find a GLX visual");
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return false;
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}
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IntPtr root = XRootWindow(display, screen);
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// Create window off-screen and very small to minimize visibility
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window = XCreateSimpleWindow(display, root, -10000, -10000, 1, 1, 0, 0, 0);
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if (window == IntPtr.Zero)
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{
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Console.WriteLine("Failed to create X11 window");
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return false;
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}
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// Set window attributes to make it invisible
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XSetWindowAttributes attrs = new XSetWindowAttributes();
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attrs.override_redirect = true; // Bypass window manager
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attrs.background_pixel = 0;
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attrs.border_pixel = 0;
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XChangeWindowAttributes(display, window, CWOverrideRedirect | CWBackPixel | CWBorderPixel, ref attrs);
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// Give it a name that indicates it's a hidden OpenGL context
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XStoreName(display, window, "Hidden OpenGL Context");
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context = glXCreateContext(display, visual, IntPtr.Zero, true);
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if (context == IntPtr.Zero)
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{
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Console.WriteLine("Failed to create GLX context");
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return false;
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}
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if (!glXMakeCurrent(display, window, context))
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{
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Console.WriteLine("Failed to make GLX context current");
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return false;
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}
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// Don't map the window at all - keep it completely hidden
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// The GLX context will work without the window being visible
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XFlush(display);
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Console.WriteLine("OpenGL context created successfully (X11/GLX)");
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return true;
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}
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catch (Exception ex)
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{
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Console.WriteLine($"Failed to initialize OpenGL context: {ex.Message}");
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return false;
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}
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}
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public static void Cleanup()
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{
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if (display != IntPtr.Zero)
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{
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if (context != IntPtr.Zero)
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glXDestroyContext(display, context);
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if (window != IntPtr.Zero)
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XDestroyWindow(display, window);
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XCloseDisplay(display);
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display = IntPtr.Zero;
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window = IntPtr.Zero;
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context = IntPtr.Zero;
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}
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}
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} |