video_core: Make global EmuWindow instance part of the base renderer class
Makes the global a member of the RendererBase class. We also change this to be a reference. Passing any form of null pointer to these functions is incorrect entirely, especially given the code itself assumes that the pointer would always be in a valid state. This also makes it easier to follow the lifecycle of instances being used, as we explicitly interact the renderer with the rasterizer, rather than it just operating on a global pointer.
This commit is contained in:
parent
99a1d7440d
commit
0f2ac928f2
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@ -86,7 +86,7 @@ System::ResultStatus System::SingleStep() {
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return RunLoop(false);
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}
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System::ResultStatus System::Load(EmuWindow* emu_window, const std::string& filepath) {
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System::ResultStatus System::Load(EmuWindow& emu_window, const std::string& filepath) {
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app_loader = Loader::GetLoader(std::make_shared<FileSys::RealVfsFile>(filepath));
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if (!app_loader) {
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@ -163,7 +163,7 @@ Cpu& System::CpuCore(size_t core_index) {
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return *cpu_cores[core_index];
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}
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System::ResultStatus System::Init(EmuWindow* emu_window, u32 system_mode) {
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System::ResultStatus System::Init(EmuWindow& emu_window, u32 system_mode) {
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LOG_DEBUG(HW_Memory, "initialized OK");
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CoreTiming::Init();
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@ -81,11 +81,12 @@ public:
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/**
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* Load an executable application.
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* @param emu_window Pointer to the host-system window used for video output and keyboard input.
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* @param emu_window Reference to the host-system window used for video output and keyboard
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* input.
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* @param filepath String path to the executable application to load on the host file system.
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* @returns ResultStatus code, indicating if the operation succeeded.
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*/
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ResultStatus Load(EmuWindow* emu_window, const std::string& filepath);
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ResultStatus Load(EmuWindow& emu_window, const std::string& filepath);
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/**
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* Indicates if the emulated system is powered on (all subsystems initialized and able to run an
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@ -186,11 +187,12 @@ private:
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/**
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* Initialize the emulated system.
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* @param emu_window Pointer to the host-system window used for video output and keyboard input.
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* @param emu_window Reference to the host-system window used for video output and keyboard
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* input.
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* @param system_mode The system mode.
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* @return ResultStatus code, indicating if the operation succeeded.
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*/
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ResultStatus Init(EmuWindow* emu_window, u32 system_mode);
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ResultStatus Init(EmuWindow& emu_window, u32 system_mode);
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/// AppLoader used to load the current executing application
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std::unique_ptr<Loader::AppLoader> app_loader;
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@ -5,10 +5,9 @@
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#include "core/gdbstub/gdbstub.h"
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#include "core/hle/service/hid/hid.h"
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#include "core/settings.h"
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#include "video_core/renderer_base.h"
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#include "video_core/video_core.h"
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#include "core/frontend/emu_window.h"
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namespace Settings {
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Values values = {};
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@ -20,9 +19,8 @@ void Apply() {
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VideoCore::g_toggle_framelimit_enabled = values.toggle_framelimit;
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if (VideoCore::g_emu_window) {
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auto layout = VideoCore::g_emu_window->GetFramebufferLayout();
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VideoCore::g_emu_window->UpdateCurrentFramebufferLayout(layout.width, layout.height);
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if (VideoCore::g_renderer) {
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VideoCore::g_renderer->UpdateCurrentFramebufferLayout();
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}
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Service::HID::ReloadInputDevices();
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@ -2,14 +2,22 @@
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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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#include <atomic>
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#include <memory>
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#include "core/frontend/emu_window.h"
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#include "video_core/renderer_base.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/video_core.h"
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RendererBase::RendererBase(EmuWindow& window) : render_window{window} {}
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RendererBase::~RendererBase() = default;
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void RendererBase::UpdateCurrentFramebufferLayout() {
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const Layout::FramebufferLayout& layout = render_window.GetFramebufferLayout();
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render_window.UpdateCurrentFramebufferLayout(layout.width, layout.height);
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}
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void RendererBase::RefreshRasterizerSetting() {
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if (rasterizer == nullptr) {
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rasterizer = std::make_unique<RasterizerOpenGL>();
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rasterizer = std::make_unique<RasterizerOpenGL>(render_window);
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}
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}
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@ -18,23 +18,21 @@ public:
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/// Used to reference a framebuffer
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enum kFramebuffer { kFramebuffer_VirtualXFB = 0, kFramebuffer_EFB, kFramebuffer_Texture };
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virtual ~RendererBase() {}
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explicit RendererBase(EmuWindow& window);
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virtual ~RendererBase();
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/// Swap buffers (render frame)
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virtual void SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) = 0;
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/**
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* Set the emulator window to use for renderer
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* @param window EmuWindow handle to emulator window to use for rendering
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*/
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virtual void SetWindow(EmuWindow* window) = 0;
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/// Initialize the renderer
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virtual bool Init() = 0;
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/// Shutdown the renderer
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virtual void ShutDown() = 0;
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/// Updates the framebuffer layout of the contained render window handle.
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void UpdateCurrentFramebufferLayout();
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// Getter/setter functions:
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// ------------------------
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@ -53,9 +51,8 @@ public:
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void RefreshRasterizerSetting();
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protected:
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EmuWindow& render_window; ///< Reference to the render window handle.
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std::unique_ptr<VideoCore::RasterizerInterface> rasterizer;
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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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private:
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};
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@ -14,7 +14,6 @@
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/microprofile.h"
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#include "common/scope_exit.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/hle/kernel/process.h"
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@ -37,7 +36,7 @@ MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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RasterizerOpenGL::RasterizerOpenGL() {
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RasterizerOpenGL::RasterizerOpenGL(EmuWindow& window) : emu_window{window} {
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// Create sampler objects
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
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texture_samplers[i].Create();
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@ -395,7 +394,7 @@ void RasterizerOpenGL::Clear() {
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if (clear_mask == 0)
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return;
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ScopeAcquireGLContext acquire_context;
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ScopeAcquireGLContext acquire_context{emu_window};
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auto [dirty_color_surface, dirty_depth_surface] =
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ConfigureFramebuffers(use_color_fb, use_depth_fb);
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@ -425,7 +424,7 @@ void RasterizerOpenGL::DrawArrays() {
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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ScopeAcquireGLContext acquire_context;
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ScopeAcquireGLContext acquire_context{emu_window};
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auto [dirty_color_surface, dirty_depth_surface] =
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ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0);
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@ -21,11 +21,12 @@
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_stream_buffer.h"
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class EmuWindow;
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struct ScreenInfo;
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class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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public:
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RasterizerOpenGL();
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explicit RasterizerOpenGL(EmuWindow& renderer);
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~RasterizerOpenGL() override;
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void DrawArrays() override;
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@ -144,6 +145,8 @@ private:
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RasterizerCacheOpenGL res_cache;
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EmuWindow& emu_window;
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std::unique_ptr<GLShader::ProgramManager> shader_program_manager;
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OGLVertexArray sw_vao;
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OGLVertexArray hw_vao;
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@ -92,23 +92,23 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
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return matrix;
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}
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ScopeAcquireGLContext::ScopeAcquireGLContext() {
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ScopeAcquireGLContext::ScopeAcquireGLContext(EmuWindow& emu_window_) : emu_window{emu_window_} {
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if (Settings::values.use_multi_core) {
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VideoCore::g_emu_window->MakeCurrent();
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emu_window.MakeCurrent();
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}
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}
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ScopeAcquireGLContext::~ScopeAcquireGLContext() {
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if (Settings::values.use_multi_core) {
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VideoCore::g_emu_window->DoneCurrent();
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emu_window.DoneCurrent();
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}
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}
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RendererOpenGL::RendererOpenGL() = default;
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RendererOpenGL::RendererOpenGL(EmuWindow& window) : RendererBase{window} {}
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RendererOpenGL::~RendererOpenGL() = default;
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) {
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ScopeAcquireGLContext acquire_context;
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ScopeAcquireGLContext acquire_context{render_window};
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Core::System::GetInstance().perf_stats.EndSystemFrame();
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@ -130,10 +130,10 @@ void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&
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// Load the framebuffer from memory, draw it to the screen, and swap buffers
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LoadFBToScreenInfo(*framebuffer, screen_info);
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DrawScreen();
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render_window->SwapBuffers();
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render_window.SwapBuffers();
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}
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render_window->PollEvents();
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render_window.PollEvents();
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Core::System::GetInstance().frame_limiter.DoFrameLimiting(CoreTiming::GetGlobalTimeUs());
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Core::System::GetInstance().perf_stats.BeginSystemFrame();
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@ -356,7 +356,7 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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* Draws the emulated screens to the emulator window.
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*/
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void RendererOpenGL::DrawScreen() {
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const auto& layout = render_window->GetFramebufferLayout();
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const auto& layout = render_window.GetFramebufferLayout();
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const auto& screen = layout.screen;
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glViewport(0, 0, layout.width, layout.height);
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@ -380,14 +380,6 @@ void RendererOpenGL::DrawScreen() {
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/// Updates the framerate
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void RendererOpenGL::UpdateFramerate() {}
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/**
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* Set the emulator window to use for renderer
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* @param window EmuWindow handle to emulator window to use for rendering
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*/
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void RendererOpenGL::SetWindow(EmuWindow* window) {
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render_window = window;
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}
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static const char* GetSource(GLenum source) {
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#define RET(s) \
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case GL_DEBUG_SOURCE_##s: \
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@ -445,7 +437,7 @@ static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum
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/// Initialize the renderer
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bool RendererOpenGL::Init() {
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ScopeAcquireGLContext acquire_context;
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ScopeAcquireGLContext acquire_context{render_window};
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if (GLAD_GL_KHR_debug) {
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glEnable(GL_DEBUG_OUTPUT);
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@ -34,24 +34,21 @@ struct ScreenInfo {
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/// Helper class to acquire/release OpenGL context within a given scope
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class ScopeAcquireGLContext : NonCopyable {
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public:
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ScopeAcquireGLContext();
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explicit ScopeAcquireGLContext(EmuWindow& window);
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~ScopeAcquireGLContext();
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private:
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EmuWindow& emu_window;
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};
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class RendererOpenGL : public RendererBase {
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public:
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RendererOpenGL();
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explicit RendererOpenGL(EmuWindow& window);
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~RendererOpenGL() override;
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/// Swap buffers (render frame)
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void SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) override;
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/**
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* Set the emulator window to use for renderer
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* @param window EmuWindow handle to emulator window to use for rendering
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*/
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void SetWindow(EmuWindow* window) override;
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/// Initialize the renderer
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bool Init() override;
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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const TextureInfo& texture);
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EmuWindow* render_window; ///< Handle to render window
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OpenGLState state;
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// OpenGL object IDs
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@ -13,16 +13,13 @@
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namespace VideoCore {
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EmuWindow* g_emu_window = nullptr; ///< Frontend emulator window
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std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
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std::atomic<bool> g_toggle_framelimit_enabled;
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/// Initialize the video core
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bool Init(EmuWindow* emu_window) {
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g_emu_window = emu_window;
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g_renderer = std::make_unique<RendererOpenGL>();
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g_renderer->SetWindow(g_emu_window);
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bool Init(EmuWindow& emu_window) {
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g_renderer = std::make_unique<RendererOpenGL>(emu_window);
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if (g_renderer->Init()) {
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LOG_DEBUG(Render, "initialized OK");
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} else {
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@ -18,7 +18,6 @@ namespace VideoCore {
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enum class Renderer { Software, OpenGL };
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extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
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extern EmuWindow* g_emu_window; ///< Emu window
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// TODO: Wrap these in a user settings struct along with any other graphics settings (often set from
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// qt ui)
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void Start();
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/// Initialize the video core
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bool Init(EmuWindow* emu_window);
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bool Init(EmuWindow& emu_window);
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/// Shutdown the video core
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void Shutdown();
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@ -402,7 +402,7 @@ bool GMainWindow::LoadROM(const QString& filename) {
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system.SetGPUDebugContext(debug_context);
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const Core::System::ResultStatus result{system.Load(render_window, filename.toStdString())};
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const Core::System::ResultStatus result{system.Load(*render_window, filename.toStdString())};
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render_window->DoneCurrent();
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@ -162,7 +162,7 @@ int main(int argc, char** argv) {
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SCOPE_EXIT({ system.Shutdown(); });
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const Core::System::ResultStatus load_result{system.Load(emu_window.get(), filepath)};
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const Core::System::ResultStatus load_result{system.Load(*emu_window, filepath)};
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switch (load_result) {
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case Core::System::ResultStatus::ErrorGetLoader:
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