Clean up the 3D renderer for enhanced flexibility (#1895)

* Give `GPU2D::Unit` a virtual destructor

- Undefined behavior avoided!

* Add an `array2d` alias

* Move various parts of `GPU2D::SoftRenderer` to `constexpr`

- `SoftRenderer::MosaicTable` is now initialized at compile-time
- Most of the `SoftRenderer::Color*` functions are now `constexpr`
- The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time

* Generalize `GLRenderer::PrepareCaptureFrame`

- Declare it in the base `Renderer3D` class, but make it empty

* Remove unneeded `virtual` specifiers

* Store `Framebuffer`'s memory in `unique_ptr`s

- Reduce the risk of leaks this way

* Clean up how `GLCompositor` is initialized

- Return it as an `std::optional` instead of a `std::unique_ptr`
- Make `GLCompositor` movable
- Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving

* Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor

* Move `GLCompositor` to be a field within `GLRenderer`

- Some methods were moved up and made `virtual`

* Fix some linker errors

* Set the renderer in the frontend

* Remove unneeded `virtual` specifiers

* Remove `RenderSettings` in favor of just exposing the relevant member variables

* Update the frontend to accommodate the core changes

* Add `constexpr` and `const` to places in the interpolator

* Qualify references to `size_t`

* Construct the `optional` directly instead of using `make_optional`

- It makes the Linux build choke
- I think it's because `GLCompositor`'s constructor is `private`
This commit is contained in:
Jesse Talavera-Greenberg
2023-11-29 09:23:11 -05:00
committed by GitHub
parent e973236203
commit 7caddf9615
15 changed files with 366 additions and 334 deletions

View File

@ -27,7 +27,7 @@
namespace melonDS
{
struct RenderSettings;
class GPU;
struct Vertex
{
@ -86,7 +86,7 @@ class NDS;
class GPU3D
{
public:
GPU3D(melonDS::NDS& nds) noexcept;
GPU3D(melonDS::NDS& nds, std::unique_ptr<Renderer3D>&& renderer = nullptr) noexcept;
~GPU3D() noexcept = default;
void Reset() noexcept;
@ -106,6 +106,7 @@ public:
void VCount215() noexcept;
void RestartFrame() noexcept;
void Stop() noexcept;
void SetRenderXPos(u16 xpos) noexcept;
[[nodiscard]] u16 GetRenderXPos() const noexcept { return RenderXPos; }
@ -114,8 +115,8 @@ public:
void WriteToGXFIFO(u32 val) noexcept;
[[nodiscard]] bool IsRendererAccelerated() const noexcept;
[[nodiscard]] Renderer3D* GetCurrentRenderer() noexcept { return CurrentRenderer.get(); }
[[nodiscard]] const Renderer3D* GetCurrentRenderer() const noexcept { return CurrentRenderer.get(); }
[[nodiscard]] Renderer3D& GetCurrentRenderer() noexcept { return *CurrentRenderer; }
[[nodiscard]] const Renderer3D& GetCurrentRenderer() const noexcept { return *CurrentRenderer; }
void SetCurrentRenderer(std::unique_ptr<Renderer3D>&& renderer) noexcept { CurrentRenderer = std::move(renderer); }
u8 Read8(u32 addr) noexcept;
@ -124,6 +125,7 @@ public:
void Write8(u32 addr, u8 val) noexcept;
void Write16(u32 addr, u16 val) noexcept;
void Write32(u32 addr, u32 val) noexcept;
void Blit() noexcept;
private:
melonDS::NDS& NDS;
typedef union
@ -338,13 +340,13 @@ public:
// are more detailed "traits" that we can ask of the Renderer3D type
const bool Accelerated;
virtual void SetRenderSettings(const RenderSettings& settings) noexcept = 0;
virtual void VCount144() {};
virtual void Stop() {}
virtual void RenderFrame() = 0;
virtual void RestartFrame() {};
virtual u32* GetLine(int line) = 0;
virtual void Blit() {};
virtual void PrepareCaptureFrame() {}
protected:
Renderer3D(bool Accelerated);
};