Split graphics out of EmuWindow in preparation of shared contexts
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db7a627a2e
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c2e7903825
2 changed files with 65 additions and 9 deletions
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@ -10,6 +10,8 @@
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namespace Frontend {
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GraphicsContext::~GraphicsContext() = default;
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class EmuWindow::TouchState : public Input::Factory<Input::TouchDevice>,
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public std::enable_shared_from_this<TouchState> {
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public:
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@ -12,6 +12,54 @@
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namespace Frontend {
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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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* but also make sure that rendering happens at the pace that the frontend dictates. This is a
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* helper class that the renderer can define to sync frames between the render thread and the
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* presentation thread
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*/
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class TextureMailbox {
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public:
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virtual ~TextureMailbox() = default;
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/**
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* Retrieve a frame that is ready to be rendered into
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*/
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virtual Frame& GetRenderFrame() = 0;
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/**
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* Mark this frame as ready to present
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*/
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virtual void RenderComplete() = 0;
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/**
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* Retrieve the latest frame to present in the frontend
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*/
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virtual Frame& GetPresentationFrame() = 0;
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/**
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* Mark the presentation frame as complete and set it for reuse
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*/
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virtual void PresentationComplete() = 0;
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};
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/**
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* Represents a graphics context that can be used for background computation or drawing. If the
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* graphics backend doesn't require the context, then the implementation of these methods can be
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* stubs
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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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/// Makes the graphics context current for the caller thread
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virtual void MakeCurrent() = 0;
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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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};
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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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@ -30,7 +78,7 @@ namespace Frontend {
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* - DO NOT TREAT THIS CLASS AS A GUI TOOLKIT ABSTRACTION LAYER. That's not what it is. Please
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* re-read the upper points again and think about it if you don't see this.
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*/
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class EmuWindow {
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class EmuWindow : public GraphicsContext {
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public:
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/// Data structure to store emuwindow configuration
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struct WindowConfig {
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@ -40,17 +88,21 @@ public:
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std::pair<unsigned, unsigned> min_client_area_size;
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};
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/// Swap buffers to display the next frame
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virtual void SwapBuffers() = 0;
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/// Polls window events
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virtual void PollEvents() = 0;
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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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/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
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virtual void DoneCurrent() = 0;
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/**
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* Returns a GraphicsContext that the frontend provides that is shared with the emu window. This
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* context can be used from other threads for background graphics computation. If the frontend
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* is using a graphics backend that doesn't need anything specific to run on a different thread,
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* then it can use a stubbed implemenation for GraphicsContext.
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*
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* If the return value is null, then the core should assume that the frontend cannot provide a
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* Shared Context
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*/
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virtual std::unique_ptr<GraphicsContext> CreateSharedContext() const {
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return nullptr;
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}
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/**
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* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
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@ -102,6 +154,8 @@ public:
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*/
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
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std::unique_ptr<TextureMailbox> mailbox = nullptr;
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protected:
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EmuWindow();
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virtual ~EmuWindow();
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