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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`
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@ -71,14 +71,13 @@ void SoftRenderer::SetupRenderThread()
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}
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SoftRenderer::SoftRenderer(melonDS::GPU& gpu) noexcept
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: Renderer3D(false), GPU(gpu)
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SoftRenderer::SoftRenderer(melonDS::GPU& gpu, bool threaded) noexcept
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: Renderer3D(false), GPU(gpu), Threaded(threaded)
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{
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Sema_RenderStart = Platform::Semaphore_Create();
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Sema_RenderDone = Platform::Semaphore_Create();
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Sema_ScanlineCount = Platform::Semaphore_Create();
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Threaded = false;
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RenderThreadRunning = false;
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RenderThreadRendering = false;
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RenderThread = nullptr;
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@ -104,10 +103,13 @@ void SoftRenderer::Reset()
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SetupRenderThread();
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}
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void SoftRenderer::SetRenderSettings(const RenderSettings& settings) noexcept
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void SoftRenderer::SetThreaded(bool threaded) noexcept
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{
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Threaded = settings.Soft_Threaded;
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SetupRenderThread();
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if (Threaded != threaded)
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{
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Threaded = threaded;
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SetupRenderThread();
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}
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}
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void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha)
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