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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "core/frontend/framebuffer_layout.h"
#include "video_core/rasterizer_interface.h"
namespace Frontend {
class EmuWindow;
}
namespace Core {
class System;
}
namespace VideoCore {
enum class ScreenId : u32 {
TopLeft,
TopRight,
Bottom,
};
struct RendererSettings {
// Screenshot
std::atomic_bool screenshot_requested{false};
void* screenshot_bits{};
std::function<void(bool)> screenshot_complete_callback;
Layout::FramebufferLayout screenshot_framebuffer_layout;
// Renderer
std::atomic_bool bg_color_update_requested{false};
std::atomic_bool shader_update_requested{false};
};
class RendererBase : NonCopyable {
public:
explicit RendererBase(Core::System& system, Frontend::EmuWindow& window,
Frontend::EmuWindow* secondary_window);
virtual ~RendererBase();
/// Returns the rasterizer owned by the renderer
virtual VideoCore::RasterizerInterface* Rasterizer() = 0;
/// Finalize rendering the guest frame and draw into the presentation texture
virtual void SwapBuffers() = 0;
/// Draws the latest frame to the window waiting timeout_ms for a frame to arrive (Renderer
/// specific implementation)
virtual void TryPresent(int timeout_ms, bool is_secondary) = 0;
virtual void TryPresent(int timeout_ms) {
TryPresent(timeout_ms, false);
}
/// Prepares for video dumping (e.g. create necessary buffers, etc)
virtual void PrepareVideoDumping() {}
/// Cleans up after video dumping is ended
virtual void CleanupVideoDumping() {}
/// Synchronizes fixed function renderer state
virtual void Sync() {}
/// This is called to notify the rendering backend of a surface change
virtual void NotifySurfaceChanged() {}
/// Returns the resolution scale factor relative to the native 3DS screen resolution
u32 GetResolutionScaleFactor();
/// Updates the framebuffer layout of the contained render window handle.
void UpdateCurrentFramebufferLayout(bool is_portrait_mode = {});
/// Ends the current frame
void EndFrame();
f32 GetCurrentFPS() const {
return current_fps;
}
s32 GetCurrentFrame() const {
return current_frame;
}
Frontend::EmuWindow& GetRenderWindow() {
return render_window;
}
const Frontend::EmuWindow& GetRenderWindow() const {
return render_window;
}
[[nodiscard]] RendererSettings& Settings() {
return settings;
}
[[nodiscard]] const RendererSettings& Settings() const {
return settings;
}
/// Returns true if a screenshot is being processed
[[nodiscard]] bool IsScreenshotPending() const;
/// Request a screenshot of the next frame
void RequestScreenshot(void* data, std::function<void(bool)> callback,
const Layout::FramebufferLayout& layout);
protected:
Core::System& system;
RendererSettings settings;
Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
Frontend::EmuWindow* secondary_window; ///< Reference to the secondary render window handle.
f32 current_fps = 0.0f; ///< Current framerate, should be set by the renderer
s32 current_frame = 0; ///< Current frame, should be set by the renderer
};
} // namespace VideoCore
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