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bc16f7f3cc
Given we use a base-class type within the renderer for the rasterizer (RasterizerInterface), we want to allow renderers to perform more complex initialization if they need to do such a thing. This makes it important to reserve type information. Given the OpenGL renderer is quite simple settings-wise, this is just a simple shuffling of the initialization code. For something like Vulkan however this might involve doing something like: // Initialize and call rasterizer-specific function that requires // the full type of the instance created. auto raster = std::make_unique<VulkanRasterizer>(some, params); raster->CallSomeVulkanRasterizerSpecificFunction(); // Assign to base class variable rasterizer = std::move(raster)
73 lines
1.8 KiB
C++
73 lines
1.8 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 <boost/optional.hpp>
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#include "common/common_types.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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}
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namespace VideoCore {
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struct RendererSettings {
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std::atomic_bool use_framelimiter{false};
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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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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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/// 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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// Getter/setter functions:
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// ------------------------
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f32 GetCurrentFPS() const {
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return m_current_fps;
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}
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int GetCurrentFrame() const {
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return m_current_frame;
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}
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RasterizerInterface& Rasterizer() {
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return *rasterizer;
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}
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const RasterizerInterface& Rasterizer() const {
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return *rasterizer;
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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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protected:
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Core::Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
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std::unique_ptr<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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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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