yuzu-android/src/video_core/renderer_base.h
James Rowe 282adfc70b Frontend/GPU: Refactor context management
Changes the GraphicsContext to be managed by the GPU core. This
eliminates the need for the frontends to fool around with tricky
MakeCurrent/DoneCurrent calls that are dependent on the settings (such
as async gpu option).

This also refactors out the need to use QWidget::fromWindowContainer as
that caused issues with focus and input handling. Now we use a regular
QWidget and just access the native windowHandle() directly.

Another change is removing the debug tool setting in FrameMailbox.
Instead of trying to block the frontend until a new frame is ready, the
core will now take over presentation and draw directly to the window if
the renderer detects that its hooked by NSight or RenderDoc

Lastly, since it was in the way, I removed ScopeAcquireWindowContext and
replaced it with a simple subclass in GraphicsContext that achieves the
same result
2020-03-24 21:03:42 -06:00

108 lines
2.8 KiB
C++

// 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;
}
namespace VideoCore {
struct RendererSettings {
std::atomic_bool use_framelimiter{false};
std::atomic_bool set_background_color{false};
// Screenshot
std::atomic<bool> screenshot_requested{false};
void* screenshot_bits;
std::function<void()> screenshot_complete_callback;
Layout::FramebufferLayout screenshot_framebuffer_layout;
};
class RendererBase : NonCopyable {
public:
explicit RendererBase(Core::Frontend::EmuWindow& window);
virtual ~RendererBase();
/// Initialize the renderer
virtual bool Init() = 0;
/// Shutdown the renderer
virtual void ShutDown() = 0;
/// Finalize rendering the guest frame and draw into the presentation texture
virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0;
/// Draws the latest frame to the window waiting timeout_ms for a frame to arrive (Renderer
/// specific implementation)
/// Returns true if a frame was drawn
virtual bool TryPresent(int timeout_ms) = 0;
// Getter/setter functions:
// ------------------------
f32 GetCurrentFPS() const {
return m_current_fps;
}
int GetCurrentFrame() const {
return m_current_frame;
}
RasterizerInterface& Rasterizer() {
return *rasterizer;
}
const RasterizerInterface& Rasterizer() const {
return *rasterizer;
}
Core::Frontend::EmuWindow& GetRenderWindow() {
return render_window;
}
const Core::Frontend::EmuWindow& GetRenderWindow() const {
return render_window;
}
RendererSettings& Settings() {
return renderer_settings;
}
const RendererSettings& Settings() const {
return renderer_settings;
}
/// Refreshes the settings common to all renderers
void RefreshBaseSettings();
/// Request a screenshot of the next frame
void RequestScreenshot(void* data, std::function<void()> callback,
const Layout::FramebufferLayout& layout);
protected:
Core::Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
std::unique_ptr<RasterizerInterface> rasterizer;
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