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.
This commit is contained in:
Wunk
2021-02-09 14:38:51 -08:00
committed by GitHub
parent 891427c75c
commit a7029aebae
16 changed files with 1039 additions and 836 deletions

View File

@ -20,6 +20,9 @@
#define GPU3D_H
#include <array>
#include <memory>
#include "GPU.h"
#include "Savestate.h"
namespace GPU3D
@ -96,8 +99,6 @@ extern u32 RenderNumPolygons;
extern u64 Timestamp;
extern int Renderer;
bool Init();
void DeInit();
void Reset();
@ -131,40 +132,42 @@ void Write8(u32 addr, u8 val);
void Write16(u32 addr, u16 val);
void Write32(u32 addr, u32 val);
namespace SoftRenderer
class Renderer3D
{
public:
Renderer3D(bool Accelerated);
virtual ~Renderer3D() {};
bool Init();
void DeInit();
void Reset();
Renderer3D(const Renderer3D&) = delete;
Renderer3D& operator=(const Renderer3D&) = delete;
void SetRenderSettings(GPU::RenderSettings& settings);
void SetupRenderThread();
virtual bool Init() = 0;
virtual void DeInit() = 0;
virtual void Reset() = 0;
void VCount144();
void RenderFrame();
u32* GetLine(int line);
// This "Accelerated" flag currently communicates if the framebuffer should
// be allocated differently and other little misc handlers. Ideally there
// are more detailed "traits" that we can ask of the Renderer3D type
const bool Accelerated;
virtual void SetRenderSettings(GPU::RenderSettings& settings) = 0;
virtual void VCount144() {};
virtual void RenderFrame() = 0;
virtual void RestartFrame() {};
virtual u32* GetLine(int line) = 0;
};
extern int Renderer;
extern std::unique_ptr<Renderer3D> CurrentRenderer;
}
#include "GPU3D_Soft.h"
#ifdef OGLRENDERER_ENABLED
namespace GLRenderer
{
bool Init();
void DeInit();
void Reset();
void SetRenderSettings(GPU::RenderSettings& settings);
void RenderFrame();
void PrepareCaptureFrame();
u32* GetLine(int line);
void SetupAccelFrame();
}
#include "GPU3D_OpenGL.h"
#endif
}
#endif