core: frontend: Refactor GraphicsContext to its own module.

This commit is contained in:
bunnei 2023-02-18 23:31:39 -08:00
parent 32cf6beee3
commit ae099d583c
13 changed files with 84 additions and 50 deletions

View file

@ -6,8 +6,6 @@
namespace Core::Frontend {
GraphicsContext::~GraphicsContext() = default;
EmuWindow::EmuWindow() {
// TODO: Find a better place to set this.
config.min_client_area_size =

View file

@ -5,11 +5,14 @@
#include <memory>
#include <utility>
#include "common/common_types.h"
#include "core/frontend/framebuffer_layout.h"
namespace Core::Frontend {
class GraphicsContext;
/// Information for the Graphics Backends signifying what type of screen pointer is in
/// WindowInformation
enum class WindowSystemType {
@ -21,51 +24,6 @@ enum class WindowSystemType {
Android,
};
/**
* Represents a drawing context that supports graphics operations.
*/
class GraphicsContext {
public:
virtual ~GraphicsContext();
/// Inform the driver to swap the front/back buffers and present the current image
virtual void SwapBuffers() {}
/// Makes the graphics context current for the caller thread
virtual void MakeCurrent() {}
/// Releases (dunno if this is the "right" word) the context from the caller thread
virtual void DoneCurrent() {}
class Scoped {
public:
[[nodiscard]] explicit Scoped(GraphicsContext& context_) : context(context_) {
context.MakeCurrent();
}
~Scoped() {
if (active) {
context.DoneCurrent();
}
}
/// In the event that context was destroyed before the Scoped is destroyed, this provides a
/// mechanism to prevent calling a destroyed object's method during the deconstructor
void Cancel() {
active = false;
}
private:
GraphicsContext& context;
bool active{true};
};
/// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
/// ends
[[nodiscard]] Scoped Acquire() {
return Scoped{*this};
}
};
/**
* Abstraction class used to provide an interface between emulation code and the frontend
* (e.g. SDL, QGLWidget, GLFW, etc...).

View file

@ -0,0 +1,69 @@
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <optional>
#include <string>
namespace Core::Frontend {
/**
* Represents a drawing context that supports graphics operations.
*/
class GraphicsContext {
public:
virtual ~GraphicsContext() = default;
/// Inform the driver to swap the front/back buffers and present the current image
virtual void SwapBuffers() {}
/// Makes the graphics context current for the caller thread
virtual void MakeCurrent() {}
/// Releases (dunno if this is the "right" word) the context from the caller thread
virtual void DoneCurrent() {}
/// Parameters used to configure custom drivers (used by Android only)
struct CustomDriverParameters {
std::string hook_lib_dir;
std::string custom_driver_dir;
std::string custom_driver_name;
std::string file_redirect_dir;
};
/// Gets custom driver parameters configured by the frontend (used by Android only)
virtual std::optional<CustomDriverParameters> GetCustomDriverParameters() {
return {};
}
class Scoped {
public:
[[nodiscard]] explicit Scoped(GraphicsContext& context_) : context(context_) {
context.MakeCurrent();
}
~Scoped() {
if (active) {
context.DoneCurrent();
}
}
/// In the event that context was destroyed before the Scoped is destroyed, this provides a
/// mechanism to prevent calling a destroyed object's method during the deconstructor
void Cancel() {
active = false;
}
private:
GraphicsContext& context;
bool active{true};
};
/// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
/// ends
[[nodiscard]] Scoped Acquire() {
return Scoped{*this};
}
};
} // namespace Core::Frontend