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cac66317aa
Instead, we make the event take a reference to the system and then pass it in when the event is triggered. This does introduce two other accessors, but these are much easier to refactor out over time, and without modification to the existing event interface.
92 lines
3.1 KiB
C++
92 lines
3.1 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "Common/CommonTypes.h"
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#include "Common/HookableEvent.h"
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namespace Core
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{
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class System;
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}
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// Called when certain video config setting are changed
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using ConfigChangedEvent = Common::HookableEvent<"ConfigChanged", u32>;
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// An event called just before the first draw call of a frame
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using BeforeFrameEvent = Common::HookableEvent<"BeforeFrame">;
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// An event called after the frame XFB copy begins processing on the host GPU.
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// Useful for "once per frame" usecases.
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// Note: In a few rare cases, games do multiple XFB copies per frame and join them while presenting.
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// If this matters to your usecase, you should use BeforePresent instead.
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using AfterFrameEvent = Common::HookableEvent<"AfterFrame", Core::System&>;
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struct PresentInfo
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{
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enum class PresentReason
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{
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Immediate, // FIFO is Presenting the XFB immediately, straight after the XFB copy
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VideoInterface, // VideoInterface has triggered a present with a new frame
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VideoInterfaceDuplicate, // VideoInterface has triggered a present with a duplicate frame
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};
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// The number of (unique) frames since the emulated console booted
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u64 frame_count = 0;
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// The number of presents since the video backend was initialized.
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// never goes backwards.
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u64 present_count = 0;
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// The frame is identical to the previous frame
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PresentReason reason = PresentReason::Immediate;
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// The exact emulated time of the when real hardware would have presented this frame
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// FIXME: Immediate should predict the timestamp of this present
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u64 emulated_timestamp = 0;
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// TODO:
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// u64 intended_present_time = 0;
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// AfterPresent only: The actual time the frame was presented
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u64 actual_present_time = 0;
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enum class PresentTimeAccuracy
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{
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// The Driver/OS has given us an exact timestamp of when the first line of the frame started
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// scanning out to the monitor
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PresentOnScreenExact,
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// An approximate timestamp of scanout.
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PresentOnScreen,
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// Dolphin doesn't have visibility of the present time. But the present operation has
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// been queued with the GPU driver and will happen in the near future.
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PresentInProgress,
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// Not implemented
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Unimplemented,
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};
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// Accuracy of actual_present_time
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PresentTimeAccuracy present_time_accuracy = PresentTimeAccuracy::Unimplemented;
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};
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// An event called just as a frame is queued for presentation.
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// The exact timing of this event depends on the "Immediately Present XFB" option.
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//
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// If enabled, this event will trigger immediately after AfterFrame
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// If disabled, this event won't trigger until the emulated interface starts drawing out a new
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// frame.
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//
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// frame_count: The number of frames
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using BeforePresentEvent = Common::HookableEvent<"BeforePresent", PresentInfo&>;
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// An event that is triggered after a frame is presented.
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// The exact timing of this event depends on backend/driver support.
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using AfterPresentEvent = Common::HookableEvent<"AfterPresent", PresentInfo&>;
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// An end of frame event that runs on the CPU thread
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using VIEndFieldEvent = Common::HookableEvent<"VIEndField">;
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