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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) |
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| .. | ||
| debug_utils | ||
| engines | ||
| renderer_opengl | ||
| textures | ||
| CMakeLists.txt | ||
| command_processor.cpp | ||
| command_processor.h | ||
| gpu.cpp | ||
| gpu.h | ||
| macro_interpreter.cpp | ||
| macro_interpreter.h | ||
| memory_manager.cpp | ||
| memory_manager.h | ||
| rasterizer_interface.h | ||
| renderer_base.cpp | ||
| renderer_base.h | ||
| utils.h | ||
| video_core.cpp | ||
| video_core.h | ||