core: frontend: Refactor GraphicsContext to its own module.
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13 changed files with 84 additions and 50 deletions
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@ -5,11 +5,14 @@
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#include <memory>
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#include <utility>
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#include "common/common_types.h"
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#include "core/frontend/framebuffer_layout.h"
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namespace Core::Frontend {
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class GraphicsContext;
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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 {
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@ -21,51 +24,6 @@ enum class WindowSystemType {
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Android,
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};
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/**
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* Represents a drawing context that supports graphics operations.
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*/
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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() {}
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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() {}
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class Scoped {
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public:
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[[nodiscard]] 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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if (active) {
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context.DoneCurrent();
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}
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}
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/// In the event that context was destroyed before the Scoped is destroyed, this provides a
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/// mechanism to prevent calling a destroyed object's method during the deconstructor
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void Cancel() {
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active = false;
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}
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private:
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GraphicsContext& context;
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bool active{true};
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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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* Abstraction class used to provide an interface between emulation code and the frontend
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* (e.g. SDL, QGLWidget, GLFW, etc...).
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