core: frontend: Refactor GraphicsContext to its own module.
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@ -140,6 +140,7 @@ add_library(core STATIC
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frontend/emu_window.h
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frontend/framebuffer_layout.cpp
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frontend/framebuffer_layout.h
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frontend/graphics_context.h
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hid/emulated_console.cpp
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hid/emulated_console.h
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hid/emulated_controller.cpp
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@ -6,8 +6,6 @@
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namespace Core::Frontend {
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GraphicsContext::~GraphicsContext() = default;
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EmuWindow::EmuWindow() {
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// TODO: Find a better place to set this.
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config.min_client_area_size =
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@ -5,11 +5,14 @@
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#include <memory>
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#include <utility>
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#include "common/common_types.h"
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#include "core/frontend/framebuffer_layout.h"
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namespace Core::Frontend {
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class GraphicsContext;
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/// Information for the Graphics Backends signifying what type of screen pointer is in
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/// WindowInformation
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enum class WindowSystemType {
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@ -21,51 +24,6 @@ enum class WindowSystemType {
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Android,
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};
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/**
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* Represents a drawing context that supports graphics operations.
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*/
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class GraphicsContext {
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public:
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virtual ~GraphicsContext();
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/// Inform the driver to swap the front/back buffers and present the current image
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virtual void SwapBuffers() {}
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/// Makes the graphics context current for the caller thread
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virtual void MakeCurrent() {}
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/// Releases (dunno if this is the "right" word) the context from the caller thread
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virtual void DoneCurrent() {}
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class Scoped {
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public:
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[[nodiscard]] explicit Scoped(GraphicsContext& context_) : context(context_) {
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context.MakeCurrent();
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}
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~Scoped() {
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if (active) {
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context.DoneCurrent();
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}
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}
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/// In the event that context was destroyed before the Scoped is destroyed, this provides a
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/// mechanism to prevent calling a destroyed object's method during the deconstructor
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void Cancel() {
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active = false;
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}
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private:
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GraphicsContext& context;
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bool active{true};
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};
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/// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
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/// ends
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[[nodiscard]] Scoped Acquire() {
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return Scoped{*this};
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}
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};
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/**
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* Abstraction class used to provide an interface between emulation code and the frontend
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* (e.g. SDL, QGLWidget, GLFW, etc...).
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@ -0,0 +1,69 @@
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// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <optional>
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#include <string>
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namespace Core::Frontend {
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/**
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* Represents a drawing context that supports graphics operations.
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*/
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class GraphicsContext {
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public:
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virtual ~GraphicsContext() = default;
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/// Inform the driver to swap the front/back buffers and present the current image
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virtual void SwapBuffers() {}
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/// Makes the graphics context current for the caller thread
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virtual void MakeCurrent() {}
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/// Releases (dunno if this is the "right" word) the context from the caller thread
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virtual void DoneCurrent() {}
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/// Parameters used to configure custom drivers (used by Android only)
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struct CustomDriverParameters {
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std::string hook_lib_dir;
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std::string custom_driver_dir;
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std::string custom_driver_name;
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std::string file_redirect_dir;
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};
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/// Gets custom driver parameters configured by the frontend (used by Android only)
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virtual std::optional<CustomDriverParameters> GetCustomDriverParameters() {
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return {};
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}
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class Scoped {
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public:
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[[nodiscard]] explicit Scoped(GraphicsContext& context_) : context(context_) {
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context.MakeCurrent();
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}
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~Scoped() {
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if (active) {
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context.DoneCurrent();
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}
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}
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/// In the event that context was destroyed before the Scoped is destroyed, this provides a
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/// mechanism to prevent calling a destroyed object's method during the deconstructor
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void Cancel() {
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active = false;
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}
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private:
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GraphicsContext& context;
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bool active{true};
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};
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/// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
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/// ends
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[[nodiscard]] Scoped Acquire() {
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return Scoped{*this};
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}
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};
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} // namespace Core::Frontend
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@ -14,6 +14,7 @@
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/graphics_context.h"
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#include "core/hle/service/nvdrv/nvdata.h"
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#include "core/perf_stats.h"
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#include "video_core/cdma_pusher.h"
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@ -7,7 +7,7 @@
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#include "common/settings.h"
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#include "common/thread.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/graphics_context.h"
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#include "video_core/control/scheduler.h"
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#include "video_core/dma_pusher.h"
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#include "video_core/gpu.h"
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@ -5,6 +5,7 @@
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#include "common/logging/log.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/graphics_context.h"
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#include "video_core/renderer_base.h"
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namespace VideoCore {
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@ -9,7 +9,7 @@
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#include "common/common_funcs.h"
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#include "common/common_types.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "video_core/gpu.h"
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#include "video_core/rasterizer_interface.h"
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@ -1,6 +1,8 @@
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// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "core/frontend/emu_window.h"
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#include "core/frontend/graphics_context.h"
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#include "video_core/renderer_null/renderer_null.h"
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namespace Null {
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@ -4,6 +4,7 @@
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#pragma once
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#include "core/frontend/emu_window.h"
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#include "core/frontend/graphics_context.h"
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/maxwell/control_flow.h"
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@ -16,7 +16,7 @@
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#include "common/settings.h"
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#include "common/telemetry.h"
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#include "core/core_timing.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/graphics_context.h"
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#include "core/telemetry_session.h"
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#include "video_core/gpu.h"
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#include "video_core/renderer_vulkan/renderer_vulkan.h"
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@ -46,6 +46,7 @@
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#include "core/core.h"
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#include "core/cpu_manager.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "core/frontend/graphics_context.h"
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#include "input_common/drivers/camera.h"
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#include "input_common/drivers/keyboard.h"
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#include "input_common/drivers/mouse.h"
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@ -4,7 +4,9 @@
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#pragma once
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#include <utility>
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#include "core/frontend/emu_window.h"
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#include "core/frontend/graphics_context.h"
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struct SDL_Window;
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