Lime3DS/src/video_core/renderer_base.h
GPUCode 88ea66053e
Miscallenious fixes to gl backend and qt frontend (#6834)
* renderer_gl: Make rasterizer normal class member

* It doesn't need to be heap allocated anymore

* gl_rasterizer: Remove default_texture

* It's unused

* gl_rasterizer: General cleanup

* gl_rasterizer: Lower case lambdas

* Match style with review comments from vulkan backend

* rasterizer_cache: Prevent memory leak

* Since the switch from shared_ptr these surfaces were no longer being destroyed properly. Use our garbage collector for that purpose to destroy it safely for both backends

* rasterizer_cache: Make temp copy of old surface

* The custom surface would override the memory region of the old region resulting in garbage data, this ensures the custom surface is constructed correctly

* citra_qt: Manually create dialog tabs

* Allows for custom constructors which is very useful. While at it, global state is now eliminated from configuration

* citra_qt: Eliminate global system usage

* core: Remove global system usage in memory and HIO

* citra_qt: Use qOverload

* tests: Run clang format

* gl_texture_runtime: Fix surface scaling
2023-08-02 01:40:39 +03:00

115 lines
3.3 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 {
enum class ScreenId : u32 {
TopLeft,
TopRight,
Bottom,
};
struct RendererSettings {
// Screenshot
std::atomic_bool screenshot_requested{false};
void* screenshot_bits{};
std::function<void()> screenshot_complete_callback;
Layout::FramebufferLayout screenshot_framebuffer_layout;
// Renderer
std::atomic_bool bg_color_update_requested{false};
std::atomic_bool shader_update_requested{false};
};
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() = 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() {}
/// Returns the resolution scale factor relative to the native 3DS screen resolution
u32 GetResolutionScaleFactor();
/// Updates the framebuffer layout of the contained render window handle.
void UpdateCurrentFramebufferLayout(bool is_portrait_mode = {});
/// Ends the current frame
void EndFrame();
f32 GetCurrentFPS() const {
return current_fps;
}
s32 GetCurrentFrame() const {
return current_frame;
}
Frontend::EmuWindow& GetRenderWindow() {
return render_window;
}
const Frontend::EmuWindow& GetRenderWindow() const {
return render_window;
}
[[nodiscard]] RendererSettings& Settings() {
return settings;
}
[[nodiscard]] const RendererSettings& Settings() const {
return 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 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
s32 current_frame = 0; ///< Current frame, should be set by the renderer
};
} // namespace VideoCore