Prepare frontend for multiple graphics APIs (#6347)
* externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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99 changed files with 3165 additions and 4501 deletions
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@ -27,19 +27,6 @@ namespace VideoCore {
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enum class LoadCallbackStage;
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}
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class GLContext : public Frontend::GraphicsContext {
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public:
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explicit GLContext(QOpenGLContext* shared_context);
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void MakeCurrent() override;
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void DoneCurrent() override;
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private:
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std::unique_ptr<QOpenGLContext> context;
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std::unique_ptr<QOffscreenSurface> surface;
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};
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class EmuThread final : public QThread {
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Q_OBJECT
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@ -126,26 +113,6 @@ signals:
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void HideLoadingScreen();
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};
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class OpenGLWindow : public QWindow {
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Q_OBJECT
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public:
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explicit OpenGLWindow(QWindow* parent, QWidget* event_handler, QOpenGLContext* shared_context,
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bool is_secondary = false);
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~OpenGLWindow();
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void Present();
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protected:
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bool event(QEvent* event) override;
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void exposeEvent(QExposeEvent* event) override;
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private:
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std::unique_ptr<QOpenGLContext> context;
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QWidget* event_handler;
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bool is_secondary;
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};
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class GRenderWindow : public QWidget, public Frontend::EmuWindow {
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Q_OBJECT
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@ -185,13 +152,15 @@ public:
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return has_focus;
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}
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void InitRenderTarget();
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bool InitRenderTarget();
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/// Destroy the previous run's child_widget which should also destroy the child_window
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void ReleaseRenderTarget();
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void CaptureScreenshot(u32 res_scale, const QString& screenshot_path);
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std::pair<u32, u32> ScaleTouch(const QPointF pos) const;
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public slots:
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void OnEmulationStarting(EmuThread* emu_thread);
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@ -211,29 +180,28 @@ signals:
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void MouseActivity();
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private:
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std::pair<u32, u32> ScaleTouch(QPointF pos) const;
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void TouchBeginEvent(const QTouchEvent* event);
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void TouchUpdateEvent(const QTouchEvent* event);
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void TouchEndEvent();
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void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override;
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std::unique_ptr<GraphicsContext> core_context;
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bool InitializeOpenGL();
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void InitializeSoftware();
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bool LoadOpenGL();
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QByteArray geometry;
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/// Native window handle that backs this presentation widget
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QWindow* child_window = nullptr;
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/// In order to embed the window into GRenderWindow, you need to use createWindowContainer to
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/// put the child_window into a widget then add it to the layout. This child_widget can be
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/// parented to GRenderWindow and use Qt's lifetime system
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QWidget* child_widget = nullptr;
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EmuThread* emu_thread;
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/// Main context that will be shared with all other contexts that are requested.
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/// If this is used in a shared context setting, then this should not be used directly, but
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/// should instead be shared from
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static std::shared_ptr<Frontend::GraphicsContext> main_context;
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/// Temporary storage of the screenshot taken
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QImage screenshot_image;
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QByteArray geometry;
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bool first_frame = false;
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bool has_focus = false;
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