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7ac99bb127
OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
99 lines
2.8 KiB
C++
99 lines
2.8 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <memory>
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#include <optional>
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#include "common/common_types.h"
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#include "core/frontend/emu_window.h"
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#include "video_core/gpu.h"
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#include "video_core/rasterizer_interface.h"
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namespace Core::Frontend {
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class EmuWindow;
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class GraphicsContext;
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} // namespace Core::Frontend
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namespace VideoCore {
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struct RendererSettings {
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// Screenshot
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std::atomic<bool> screenshot_requested{false};
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void* screenshot_bits{};
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std::function<void(bool)> screenshot_complete_callback;
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Layout::FramebufferLayout screenshot_framebuffer_layout;
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};
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class RendererBase : NonCopyable {
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public:
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explicit RendererBase(Core::Frontend::EmuWindow& window,
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std::unique_ptr<Core::Frontend::GraphicsContext> context);
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virtual ~RendererBase();
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/// Finalize rendering the guest frame and draw into the presentation texture
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virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0;
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[[nodiscard]] virtual RasterizerInterface* ReadRasterizer() = 0;
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[[nodiscard]] virtual std::string GetDeviceVendor() const = 0;
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// Getter/setter functions:
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// ------------------------
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[[nodiscard]] f32 GetCurrentFPS() const {
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return m_current_fps;
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}
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[[nodiscard]] int GetCurrentFrame() const {
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return m_current_frame;
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}
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[[nodiscard]] Core::Frontend::GraphicsContext& Context() {
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return *context;
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}
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[[nodiscard]] const Core::Frontend::GraphicsContext& Context() const {
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return *context;
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}
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[[nodiscard]] Core::Frontend::EmuWindow& GetRenderWindow() {
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return render_window;
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}
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[[nodiscard]] const Core::Frontend::EmuWindow& GetRenderWindow() const {
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return render_window;
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}
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[[nodiscard]] RendererSettings& Settings() {
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return renderer_settings;
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}
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[[nodiscard]] const RendererSettings& Settings() const {
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return renderer_settings;
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}
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/// Refreshes the settings common to all renderers
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void RefreshBaseSettings();
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/// Request a screenshot of the next frame
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void RequestScreenshot(void* data, std::function<void(bool)> callback,
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const Layout::FramebufferLayout& layout);
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protected:
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Core::Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
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std::unique_ptr<Core::Frontend::GraphicsContext> context;
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f32 m_current_fps = 0.0f; ///< Current framerate, should be set by the renderer
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int m_current_frame = 0; ///< Current frame, should be set by the renderer
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RendererSettings renderer_settings;
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private:
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/// Updates the framebuffer layout of the contained render window handle.
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void UpdateCurrentFramebufferLayout();
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};
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} // namespace VideoCore
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