Split graphics out of EmuWindow in preparation of shared contexts

This commit is contained in:
James Rowe 2019-09-16 20:36:16 -06:00
parent db7a627a2e
commit c2e7903825
2 changed files with 65 additions and 9 deletions

View file

@ -10,6 +10,8 @@
namespace Frontend {
GraphicsContext::~GraphicsContext() = default;
class EmuWindow::TouchState : public Input::Factory<Input::TouchDevice>,
public std::enable_shared_from_this<TouchState> {
public:

View file

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