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Allow for a more modular renderer backends (#990)
* Draft GPU3D renderer modularization * Update sources C++ standard to C++17 The top-level `CMakeLists.txt` is already using the C++17 standard. * Move GLCompositor into class type Some other misc fixes to push towards better modularity * Make renderer-implementation types move-only These types are going to be holding onto handles of GPU-side resources and shouldn't ever be copied around. * Fix OSX: Remove 'register' storage class specifier `register` has been removed in C++17... But this keyword hasn't done anything in years anyways. OSX builds consider this "warning" an error and it stops the whole build. * Add RestartFrame to Renderer3D interface * Move Accelerated property to Renderer3D interface There are points in the code base where we do: `renderer != 0` to know if we are feeding an openGL renderer. Rather than that we can instead just have this be a property of the renderer itself. With this pattern a renderer can just say how it wants its data to come in rather than have everyone know that they're talking to an OpenGL renderer. * Remove Accelerated flag from GPU * Move 2D_Soft interface in separate header Also make the current 2D engine an "owned" unique_ptr. * Update alignment attribute to standard alignas Uses standardized `alignas` rather than compiler-specific attributes. https://en.cppreference.com/w/cpp/language/alignas * Fix Clang: alignas specifier Alignment must be specified before the array to align the entire array. https://en.cppreference.com/w/cpp/language/alignas * Converted Renderer3D Accelerated to variable This flag is checked a lot during scanline rasterization. So rather than having an expensive vtable-lookup call during mainline rendering code, it is now a public constant bool type that is written to only once during Renderer3D initialization.
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@ -273,7 +273,7 @@ u32 RenderNumPolygons;
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u32 FlushRequest;
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u32 FlushAttributes;
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std::unique_ptr<GPU3D::Renderer3D> CurrentRenderer = {};
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bool Init()
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{
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@ -2497,12 +2497,12 @@ void CheckFIFODMA()
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void VCount144()
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{
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if (GPU::Renderer == 0) SoftRenderer::VCount144();
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CurrentRenderer->VCount144();
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}
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void RestartFrame()
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{
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if (GPU::Renderer == 0) SoftRenderer::SetupRenderThread();
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CurrentRenderer->RestartFrame();
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}
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@ -2597,10 +2597,7 @@ void VBlank()
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void VCount215()
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{
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if (GPU::Renderer == 0) SoftRenderer::RenderFrame();
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#ifdef OGLRENDERER_ENABLED
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else GLRenderer::RenderFrame();
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#endif
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CurrentRenderer->RenderFrame();
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}
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void SetRenderXPos(u16 xpos)
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@ -2614,12 +2611,7 @@ u32 ScrolledLine[256];
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u32* GetLine(int line)
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{
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u32* rawline = NULL;
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if (GPU::Renderer == 0) rawline = SoftRenderer::GetLine(line);
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#ifdef OGLRENDERER_ENABLED
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else rawline = GLRenderer::GetLine(line);
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#endif
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u32* rawline = CurrentRenderer->GetLine(line);
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if (RenderXPos == 0) return rawline;
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@ -3055,5 +3047,9 @@ void Write32(u32 addr, u32 val)
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printf("unknown GPU3D write32 %08X %08X\n", addr, val);
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}
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Renderer3D::Renderer3D(bool Accelerated)
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: Accelerated(Accelerated)
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{ }
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}
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