citra/src/video_core/renderer_base.h
GPUCode b5d6f645bd
Prepare frontend for multiple graphics APIs (#6347)
* externals: Update dynarmic

* settings: Introduce GraphicsAPI enum

* For now it's OpenGL only but will be expanded upon later

* citra_qt: Introduce backend agnostic context management

* Mostly a direct port from yuzu

* core: Simplify context acquire

* settings: Add option to create debug contexts

* renderer_opengl: Abstract initialization to Driver

* This commit also updates glad and adds some useful extensions which we will use in part 2

* Rasterizer construction is moved to the specific renderer instead of RendererBase.
  Software rendering has been disable to achieve this but will be brought back in the next commit.

* video_core: Remove Init/Shutdown methods from renderer

* The constructor and destructor can do the same job

* In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached

* citra_qt: Decouple software renderer from opengl part 1

* citra: Decouple software renderer from opengl part 2

* android: Decouple software renderer from opengl part 3

* swrasterizer: Decouple software renderer from opengl part 4

* This commit simply enforces the renderer naming conventions in the software renderer

* video_core: Move RendererBase to VideoCore

* video_core: De-globalize screenshot state

* video_core: Pass system to the renderers

* video_core: Commonize shader uniform data

* video_core: Abstract backend agnostic rasterizer operations

* bootmanager: Remove references to OpenGL for macOS

OpenGL macOS headers definitions clash heavily with each other

* citra_qt: Proper title for api settings

* video_core: Reduce boost usage

* bootmanager: Fix hide mouse option

Remove event handlers from RenderWidget for events that are
already handled by the parent GRenderWindow.
Also enable mouse tracking on the RenderWidget.

* android: Remove software from graphics api list

* code: Address review comments

* citra: Port per-game settings read

* Having to update the default value for all backends is a pain so lets centralize it

* android: Rename to OpenGLES

---------

Co-authored-by: MerryMage <MerryMage@users.noreply.github.com>
Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
2023-03-27 14:29:17 +03:00

107 lines
3.1 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "core/frontend/framebuffer_layout.h"
#include "video_core/rasterizer_interface.h"
namespace Frontend {
class EmuWindow;
}
namespace Core {
class System;
}
namespace VideoCore {
struct RendererSettings {
// Screenshot
std::atomic_bool screenshot_requested{false};
void* screenshot_bits{};
std::function<void()> screenshot_complete_callback;
Layout::FramebufferLayout screenshot_framebuffer_layout;
};
class RendererBase : NonCopyable {
public:
explicit RendererBase(Core::System& system, Frontend::EmuWindow& window,
Frontend::EmuWindow* secondary_window);
virtual ~RendererBase();
/// Returns the rasterizer owned by the renderer
virtual VideoCore::RasterizerInterface* Rasterizer() const = 0;
/// Finalize rendering the guest frame and draw into the presentation texture
virtual void SwapBuffers() = 0;
/// Draws the latest frame to the window waiting timeout_ms for a frame to arrive (Renderer
/// specific implementation)
virtual void TryPresent(int timeout_ms, bool is_secondary) = 0;
virtual void TryPresent(int timeout_ms) {
TryPresent(timeout_ms, false);
}
/// Prepares for video dumping (e.g. create necessary buffers, etc)
virtual void PrepareVideoDumping() {}
/// Cleans up after video dumping is ended
virtual void CleanupVideoDumping() {}
/// Synchronizes fixed function renderer state
virtual void Sync() {}
/// Updates the framebuffer layout of the contained render window handle.
void UpdateCurrentFramebufferLayout(bool is_portrait_mode = {});
/// Ends the current frame
void EndFrame();
// Getter/setter functions:
// ------------------------
f32 GetCurrentFPS() const {
return current_fps;
}
int GetCurrentFrame() const {
return current_frame;
}
Frontend::EmuWindow& GetRenderWindow() {
return render_window;
}
const Frontend::EmuWindow& GetRenderWindow() const {
return render_window;
}
[[nodiscard]] RendererSettings& Settings() {
return renderer_settings;
}
[[nodiscard]] const RendererSettings& Settings() const {
return renderer_settings;
}
/// Returns true if a screenshot is being processed
[[nodiscard]] bool IsScreenshotPending() const;
/// Request a screenshot of the next frame
void RequestScreenshot(void* data, std::function<void()> callback,
const Layout::FramebufferLayout& layout);
protected:
Core::System& system;
RendererSettings renderer_settings;
Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
Frontend::EmuWindow* secondary_window; ///< Reference to the secondary render window handle.
f32 current_fps = 0.0f; ///< Current framerate, should be set by the renderer
int current_frame = 0; ///< Current frame, should be set by the renderer
};
} // namespace VideoCore