115 lines
3.4 KiB
C++
115 lines
3.4 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 "common/common_types.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "video_core/rasterizer_interface.h"
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namespace Frontend {
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class EmuWindow;
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}
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namespace Core {
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class System;
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}
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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()> screenshot_complete_callback;
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Layout::FramebufferLayout screenshot_framebuffer_layout;
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// Renderer
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std::atomic_bool texture_filter_update_requested{false};
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std::atomic_bool bg_color_update_requested{false};
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std::atomic_bool sampler_update_requested{false};
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std::atomic_bool shader_update_requested{false};
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};
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class RendererBase : NonCopyable {
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public:
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explicit RendererBase(Core::System& system, Frontend::EmuWindow& window,
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Frontend::EmuWindow* secondary_window);
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virtual ~RendererBase();
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/// Returns the rasterizer owned by the renderer
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virtual VideoCore::RasterizerInterface* Rasterizer() const = 0;
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/// Finalize rendering the guest frame and draw into the presentation texture
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virtual void SwapBuffers() = 0;
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/// Draws the latest frame to the window waiting timeout_ms for a frame to arrive (Renderer
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/// specific implementation)
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virtual void TryPresent(int timeout_ms, bool is_secondary) = 0;
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virtual void TryPresent(int timeout_ms) {
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TryPresent(timeout_ms, false);
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}
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/// Prepares for video dumping (e.g. create necessary buffers, etc)
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virtual void PrepareVideoDumping() {}
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/// Cleans up after video dumping is ended
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virtual void CleanupVideoDumping() {}
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/// Synchronizes fixed function renderer state
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virtual void Sync() {}
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/// Returns the resolution scale factor relative to the native 3DS screen resolution
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u32 GetResolutionScaleFactor();
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/// Updates the framebuffer layout of the contained render window handle.
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void UpdateCurrentFramebufferLayout(bool is_portrait_mode = {});
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/// Ends the current frame
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void EndFrame();
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// Getter/setter functions:
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// ------------------------
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f32 GetCurrentFPS() const {
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return current_fps;
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}
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int GetCurrentFrame() const {
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return current_frame;
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}
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Frontend::EmuWindow& GetRenderWindow() {
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return render_window;
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}
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const 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 settings;
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}
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[[nodiscard]] const RendererSettings& Settings() const {
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return settings;
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}
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/// Returns true if a screenshot is being processed
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[[nodiscard]] bool IsScreenshotPending() const;
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/// Request a screenshot of the next frame
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void RequestScreenshot(void* data, std::function<void()> callback,
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const Layout::FramebufferLayout& layout);
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protected:
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Core::System& system;
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RendererSettings settings;
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Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
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Frontend::EmuWindow* secondary_window; ///< Reference to the secondary render window handle.
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f32 current_fps = 0.0f; ///< Current framerate, should be set by the renderer
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int current_frame = 0; ///< Current frame, should be set by the renderer
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};
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} // namespace VideoCore
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