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>
This commit is contained in:
parent
9ef42040af
commit
b5d6f645bd
99 changed files with 3165 additions and 4501 deletions
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@ -113,8 +113,6 @@ add_library(core STATIC
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frontend/input.h
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frontend/mic.cpp
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frontend/mic.h
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frontend/scope_acquire_context.cpp
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frontend/scope_acquire_context.h
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gdbstub/gdbstub.cpp
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gdbstub/gdbstub.h
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hle/applets/applet.cpp
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@ -431,17 +431,7 @@ System::ResultStatus System::Init(Frontend::EmuWindow& emu_window,
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video_dumper = std::make_unique<VideoDumper::NullBackend>();
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#endif
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VideoCore::ResultStatus result = VideoCore::Init(emu_window, secondary_window, *memory);
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if (result != VideoCore::ResultStatus::Success) {
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switch (result) {
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case VideoCore::ResultStatus::ErrorGenericDrivers:
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return ResultStatus::ErrorVideoCore_ErrorGenericDrivers;
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case VideoCore::ResultStatus::ErrorBelowGL43:
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return ResultStatus::ErrorVideoCore_ErrorBelowGL43;
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default:
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return ResultStatus::ErrorVideoCore;
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}
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}
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VideoCore::Init(emu_window, secondary_window, *this);
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LOG_DEBUG(Core, "Initialized OK");
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@ -450,7 +440,7 @@ System::ResultStatus System::Init(Frontend::EmuWindow& emu_window,
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return ResultStatus::Success;
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}
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RendererBase& System::Renderer() {
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VideoCore::RendererBase& System::Renderer() {
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return *VideoCore::g_renderer;
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}
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@ -57,7 +57,9 @@ namespace VideoDumper {
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class Backend;
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}
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namespace VideoCore {
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class RendererBase;
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}
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namespace Core {
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@ -87,14 +89,9 @@ public:
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ErrorLoader_ErrorGbaTitle, ///< Error loading the specified application as it is GBA Virtual
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///< Console
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ErrorSystemFiles, ///< Error in finding system files
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ErrorVideoCore, ///< Error in the video core
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ErrorVideoCore_ErrorGenericDrivers, ///< Error in the video core due to the user having
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/// generic drivers installed
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ErrorVideoCore_ErrorBelowGL43, ///< Error in the video core due to the user not having
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/// OpenGL 4.3 or higher
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ErrorSavestate, ///< Error saving or loading
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ShutdownRequested, ///< Emulated program requested a system shutdown
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ErrorUnknown ///< Any other error
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ErrorSavestate, ///< Error saving or loading
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ShutdownRequested, ///< Emulated program requested a system shutdown
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ErrorUnknown ///< Any other error
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};
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~System();
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@ -210,7 +207,7 @@ public:
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return *dsp_core;
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}
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[[nodiscard]] RendererBase& Renderer();
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[[nodiscard]] VideoCore::RendererBase& Renderer();
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/**
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* Gets a reference to the service manager.
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@ -14,6 +14,17 @@
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namespace Frontend {
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/// Information for the Graphics Backends signifying what type of screen pointer is in
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/// WindowInformation
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enum class WindowSystemType : u8 {
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Headless,
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Android,
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Windows,
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MacOS,
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X11,
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Wayland,
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};
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struct Frame;
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/**
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* For smooth Vsync rendering, we want to always present the latest frame that the core generates,
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@ -62,11 +73,33 @@ class GraphicsContext {
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public:
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virtual ~GraphicsContext();
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/// Inform the driver to swap the front/back buffers and present the current image
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virtual void SwapBuffers(){};
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/// Makes the graphics context current for the caller thread
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virtual void MakeCurrent() = 0;
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virtual void MakeCurrent(){};
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/// Releases (dunno if this is the "right" word) the context from the caller thread
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virtual void DoneCurrent() = 0;
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virtual void DoneCurrent(){};
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class Scoped {
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public:
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explicit Scoped(GraphicsContext& context_) : context(context_) {
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context.MakeCurrent();
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}
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~Scoped() {
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context.DoneCurrent();
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}
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private:
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GraphicsContext& context;
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};
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/// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
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/// ends
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[[nodiscard]] Scoped Acquire() {
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return Scoped{*this};
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}
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};
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/**
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Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight};
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};
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/// Data describing host window system information
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struct WindowSystemInfo {
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// Window system type. Determines which GL context or Vulkan WSI is used.
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WindowSystemType type = WindowSystemType::Headless;
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// Connection to a display server. This is used on X11 and Wayland platforms.
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void* display_connection = nullptr;
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// Render surface. This is a pointer to the native window handle, which depends
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// on the platform. e.g. HWND for Windows, Window for X11. If the surface is
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// set to nullptr, the video backend will run in headless mode.
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void* render_surface = nullptr;
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// Scale of the render surface. For hidpi systems, this will be >1.
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float render_surface_scale = 1.0f;
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};
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/// Polls window events
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virtual void PollEvents() = 0;
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config = val;
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}
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/**
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* Returns system information about the drawing area.
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*/
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const WindowSystemInfo& GetWindowInfo() const {
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return window_info;
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}
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/**
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* Gets the framebuffer layout (width, height, and screen regions)
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* @note This method is thread-safe
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}
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bool is_secondary{};
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WindowSystemInfo window_info;
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private:
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/**
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@ -1,17 +0,0 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "core/frontend/emu_window.h"
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#include "core/frontend/scope_acquire_context.h"
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namespace Frontend {
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ScopeAcquireContext::ScopeAcquireContext(Frontend::GraphicsContext& context) : context{context} {
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context.MakeCurrent();
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}
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ScopeAcquireContext::~ScopeAcquireContext() {
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context.DoneCurrent();
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}
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} // namespace Frontend
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@ -1,23 +0,0 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/common_types.h"
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namespace Frontend {
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class GraphicsContext;
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/// Helper class to acquire/release window context within a given scope
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class ScopeAcquireContext : NonCopyable {
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public:
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explicit ScopeAcquireContext(Frontend::GraphicsContext& context);
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~ScopeAcquireContext();
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private:
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Frontend::GraphicsContext& context;
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};
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} // namespace Frontend
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@ -133,8 +133,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
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Settings::values.resolution_factor.GetValue());
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AddField(Telemetry::FieldType::UserConfig, "Renderer_FrameLimit",
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Settings::values.frame_limit.GetValue());
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AddField(Telemetry::FieldType::UserConfig, "Renderer_UseHwRenderer",
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Settings::values.use_hw_renderer.GetValue());
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AddField(Telemetry::FieldType::UserConfig, "Renderer_Backend",
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static_cast<int>(Settings::values.graphics_api.GetValue()));
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AddField(Telemetry::FieldType::UserConfig, "Renderer_UseHwShader",
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Settings::values.use_hw_shader.GetValue());
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AddField(Telemetry::FieldType::UserConfig, "Renderer_ShadersAccurateMul",
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