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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.
This commit is contained in:
59
src/GPU3D.h
59
src/GPU3D.h
@ -20,6 +20,9 @@
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#define GPU3D_H
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#include <array>
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#include <memory>
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#include "GPU.h"
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#include "Savestate.h"
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namespace GPU3D
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@ -96,8 +99,6 @@ extern u32 RenderNumPolygons;
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extern u64 Timestamp;
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extern int Renderer;
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bool Init();
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void DeInit();
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void Reset();
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@ -131,40 +132,42 @@ void Write8(u32 addr, u8 val);
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void Write16(u32 addr, u16 val);
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void Write32(u32 addr, u32 val);
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namespace SoftRenderer
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class Renderer3D
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{
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public:
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Renderer3D(bool Accelerated);
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virtual ~Renderer3D() {};
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bool Init();
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void DeInit();
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void Reset();
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Renderer3D(const Renderer3D&) = delete;
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Renderer3D& operator=(const Renderer3D&) = delete;
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void SetRenderSettings(GPU::RenderSettings& settings);
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void SetupRenderThread();
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virtual bool Init() = 0;
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virtual void DeInit() = 0;
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virtual void Reset() = 0;
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void VCount144();
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void RenderFrame();
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u32* GetLine(int line);
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// This "Accelerated" flag currently communicates if the framebuffer should
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// be allocated differently and other little misc handlers. Ideally there
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// are more detailed "traits" that we can ask of the Renderer3D type
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const bool Accelerated;
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virtual void SetRenderSettings(GPU::RenderSettings& settings) = 0;
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virtual void VCount144() {};
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virtual void RenderFrame() = 0;
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virtual void RestartFrame() {};
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virtual u32* GetLine(int line) = 0;
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};
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extern int Renderer;
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extern std::unique_ptr<Renderer3D> CurrentRenderer;
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}
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#include "GPU3D_Soft.h"
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#ifdef OGLRENDERER_ENABLED
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namespace GLRenderer
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{
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bool Init();
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void DeInit();
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void Reset();
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void SetRenderSettings(GPU::RenderSettings& settings);
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void RenderFrame();
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void PrepareCaptureFrame();
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u32* GetLine(int line);
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void SetupAccelFrame();
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}
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#include "GPU3D_OpenGL.h"
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#endif
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}
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#endif
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