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core: frontend: Refactor GraphicsContext to its own module.

This commit is contained in:
bunnei 2023-02-18 23:31:39 -08:00
parent 32cf6beee3
commit ae099d583c
13 changed files with 84 additions and 50 deletions

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@ -140,6 +140,7 @@ add_library(core STATIC
frontend/emu_window.h
frontend/framebuffer_layout.cpp
frontend/framebuffer_layout.h
frontend/graphics_context.h
hid/emulated_console.cpp
hid/emulated_console.h
hid/emulated_controller.cpp

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@ -6,8 +6,6 @@
namespace Core::Frontend {
GraphicsContext::~GraphicsContext() = default;
EmuWindow::EmuWindow() {
// TODO: Find a better place to set this.
config.min_client_area_size =

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@ -5,11 +5,14 @@
#include <memory>
#include <utility>
#include "common/common_types.h"
#include "core/frontend/framebuffer_layout.h"
namespace Core::Frontend {
class GraphicsContext;
/// Information for the Graphics Backends signifying what type of screen pointer is in
/// WindowInformation
enum class WindowSystemType {
@ -21,51 +24,6 @@ enum class WindowSystemType {
Android,
};
/**
* Represents a drawing context that supports graphics operations.
*/
class GraphicsContext {
public:
virtual ~GraphicsContext();
/// Inform the driver to swap the front/back buffers and present the current image
virtual void SwapBuffers() {}
/// Makes the graphics context current for the caller thread
virtual void MakeCurrent() {}
/// Releases (dunno if this is the "right" word) the context from the caller thread
virtual void DoneCurrent() {}
class Scoped {
public:
[[nodiscard]] explicit Scoped(GraphicsContext& context_) : context(context_) {
context.MakeCurrent();
}
~Scoped() {
if (active) {
context.DoneCurrent();
}
}
/// In the event that context was destroyed before the Scoped is destroyed, this provides a
/// mechanism to prevent calling a destroyed object's method during the deconstructor
void Cancel() {
active = false;
}
private:
GraphicsContext& context;
bool active{true};
};
/// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
/// ends
[[nodiscard]] Scoped Acquire() {
return Scoped{*this};
}
};
/**
* Abstraction class used to provide an interface between emulation code and the frontend
* (e.g. SDL, QGLWidget, GLFW, etc...).

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@ -0,0 +1,69 @@
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <optional>
#include <string>
namespace Core::Frontend {
/**
* Represents a drawing context that supports graphics operations.
*/
class GraphicsContext {
public:
virtual ~GraphicsContext() = default;
/// Inform the driver to swap the front/back buffers and present the current image
virtual void SwapBuffers() {}
/// Makes the graphics context current for the caller thread
virtual void MakeCurrent() {}
/// Releases (dunno if this is the "right" word) the context from the caller thread
virtual void DoneCurrent() {}
/// Parameters used to configure custom drivers (used by Android only)
struct CustomDriverParameters {
std::string hook_lib_dir;
std::string custom_driver_dir;
std::string custom_driver_name;
std::string file_redirect_dir;
};
/// Gets custom driver parameters configured by the frontend (used by Android only)
virtual std::optional<CustomDriverParameters> GetCustomDriverParameters() {
return {};
}
class Scoped {
public:
[[nodiscard]] explicit Scoped(GraphicsContext& context_) : context(context_) {
context.MakeCurrent();
}
~Scoped() {
if (active) {
context.DoneCurrent();
}
}
/// In the event that context was destroyed before the Scoped is destroyed, this provides a
/// mechanism to prevent calling a destroyed object's method during the deconstructor
void Cancel() {
active = false;
}
private:
GraphicsContext& context;
bool active{true};
};
/// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
/// ends
[[nodiscard]] Scoped Acquire() {
return Scoped{*this};
}
};
} // namespace Core::Frontend

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@ -14,6 +14,7 @@
#include "core/core.h"
#include "core/core_timing.h"
#include "core/frontend/emu_window.h"
#include "core/frontend/graphics_context.h"
#include "core/hle/service/nvdrv/nvdata.h"
#include "core/perf_stats.h"
#include "video_core/cdma_pusher.h"

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@ -7,7 +7,7 @@
#include "common/settings.h"
#include "common/thread.h"
#include "core/core.h"
#include "core/frontend/emu_window.h"
#include "core/frontend/graphics_context.h"
#include "video_core/control/scheduler.h"
#include "video_core/dma_pusher.h"
#include "video_core/gpu.h"

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@ -5,6 +5,7 @@
#include "common/logging/log.h"
#include "core/frontend/emu_window.h"
#include "core/frontend/graphics_context.h"
#include "video_core/renderer_base.h"
namespace VideoCore {

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@ -9,7 +9,7 @@
#include "common/common_funcs.h"
#include "common/common_types.h"
#include "core/frontend/emu_window.h"
#include "core/frontend/framebuffer_layout.h"
#include "video_core/gpu.h"
#include "video_core/rasterizer_interface.h"

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@ -1,6 +1,8 @@
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "core/frontend/emu_window.h"
#include "core/frontend/graphics_context.h"
#include "video_core/renderer_null/renderer_null.h"
namespace Null {

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@ -4,6 +4,7 @@
#pragma once
#include "core/frontend/emu_window.h"
#include "core/frontend/graphics_context.h"
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/maxwell/control_flow.h"

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@ -16,7 +16,7 @@
#include "common/settings.h"
#include "common/telemetry.h"
#include "core/core_timing.h"
#include "core/frontend/emu_window.h"
#include "core/frontend/graphics_context.h"
#include "core/telemetry_session.h"
#include "video_core/gpu.h"
#include "video_core/renderer_vulkan/renderer_vulkan.h"

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@ -46,6 +46,7 @@
#include "core/core.h"
#include "core/cpu_manager.h"
#include "core/frontend/framebuffer_layout.h"
#include "core/frontend/graphics_context.h"
#include "input_common/drivers/camera.h"
#include "input_common/drivers/keyboard.h"
#include "input_common/drivers/mouse.h"

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@ -4,7 +4,9 @@
#pragma once
#include <utility>
#include "core/frontend/emu_window.h"
#include "core/frontend/graphics_context.h"
struct SDL_Window;