yuzu/src/video_core/renderer_base.h

109 lines
3.1 KiB
C++
Raw Normal View History

chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-05-15 03:06:02 +03:00
// SPDX-FileCopyrightText: 2014 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
2014-04-06 00:04:25 +04:00
#pragma once
#include <atomic>
#include <functional>
2015-06-21 16:58:59 +03:00
#include <memory>
#include "common/common_funcs.h"
2015-05-06 10:06:12 +03:00
#include "common/common_types.h"
#include "core/frontend/framebuffer_layout.h"
#include "video_core/gpu.h"
#include "video_core/rasterizer_interface.h"
2015-05-19 07:21:33 +03:00
namespace Core::Frontend {
2015-06-27 19:56:17 +03:00
class EmuWindow;
class GraphicsContext;
} // namespace Core::Frontend
2015-06-27 19:56:17 +03:00
namespace VideoCore {
struct RendererSettings {
// Screenshot
std::atomic<bool> screenshot_requested{false};
void* screenshot_bits{};
std::function<void(bool)> screenshot_complete_callback;
Layout::FramebufferLayout screenshot_framebuffer_layout;
};
class RendererBase {
2014-04-06 00:04:25 +04:00
public:
YUZU_NON_COPYABLE(RendererBase);
YUZU_NON_MOVEABLE(RendererBase);
explicit RendererBase(Core::Frontend::EmuWindow& window,
std::unique_ptr<Core::Frontend::GraphicsContext> context);
virtual ~RendererBase();
2014-04-06 00:04:25 +04:00
/// Finalize rendering the guest frame and draw into the presentation texture
virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0;
[[nodiscard]] virtual RasterizerInterface* ReadRasterizer() = 0;
[[nodiscard]] virtual std::string GetDeviceVendor() const = 0;
2014-04-06 00:04:25 +04:00
// Getter/setter functions:
// ------------------------
[[nodiscard]] f32 GetCurrentFPS() const {
return m_current_fps;
}
2014-04-06 00:04:25 +04:00
[[nodiscard]] int GetCurrentFrame() const {
return m_current_frame;
}
2014-04-06 00:04:25 +04:00
[[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();
2015-05-19 07:21:33 +03:00
/// Returns true if a screenshot is being processed
bool IsScreenshotPending() const;
/// Request a screenshot of the next frame
void RequestScreenshot(void* data, std::function<void(bool)> callback,
const Layout::FramebufferLayout& layout);
/// This is called to notify the rendering backend of a surface change
virtual void NotifySurfaceChanged() {}
2014-04-06 00:04:25 +04:00
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();
2014-04-06 00:04:25 +04:00
};
} // namespace VideoCore