pineapple/src/video_core/renderer_base.h

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2020-12-28 16:15:37 +01:00
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <memory>
#include <optional>
#include "common/common_types.h"
#include "core/frontend/emu_window.h"
#include "video_core/gpu.h"
#include "video_core/rasterizer_interface.h"
namespace Core::Frontend {
class EmuWindow;
class GraphicsContext;
} // namespace Core::Frontend
namespace VideoCore {
struct RendererSettings {
// Screenshot
std::atomic<bool> screenshot_requested{false};
void* screenshot_bits{};
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std::function<void()> screenshot_complete_callback;
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Layout::FramebufferLayout screenshot_framebuffer_layout;
};
class RendererBase : NonCopyable {
public:
explicit RendererBase(Core::Frontend::EmuWindow& window,
std::unique_ptr<Core::Frontend::GraphicsContext> context);
virtual ~RendererBase();
/// Finalize rendering the guest frame and draw into the presentation texture
virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0;
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[[nodiscard]] virtual RasterizerInterface* ReadRasterizer() = 0;
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[[nodiscard]] virtual std::string GetDeviceVendor() const = 0;
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// Getter/setter functions:
// ------------------------
[[nodiscard]] f32 GetCurrentFPS() const {
return m_current_fps;
}
[[nodiscard]] int GetCurrentFrame() const {
return m_current_frame;
}
[[nodiscard]] Core::Frontend::GraphicsContext& Context() {
return *context;
}
[[nodiscard]] const Core::Frontend::GraphicsContext& Context() const {
return *context;
}
[[nodiscard]] Core::Frontend::EmuWindow& GetRenderWindow() {
return render_window;
}
[[nodiscard]] const Core::Frontend::EmuWindow& GetRenderWindow() const {
return render_window;
}
[[nodiscard]] RendererSettings& Settings() {
return renderer_settings;
}
[[nodiscard]] const RendererSettings& Settings() const {
return renderer_settings;
}
/// Refreshes the settings common to all renderers
void RefreshBaseSettings();
/// 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);
protected:
Core::Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
std::unique_ptr<Core::Frontend::GraphicsContext> context;
f32 m_current_fps = 0.0f; ///< Current framerate, should be set by the renderer
int m_current_frame = 0; ///< Current frame, should be set by the renderer
RendererSettings renderer_settings;
private:
/// Updates the framebuffer layout of the contained render window handle.
void UpdateCurrentFramebufferLayout();
};
} // namespace VideoCore