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74 lines
2.6 KiB
C++
74 lines
2.6 KiB
C++
#pragma once
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#include <string>
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#include "Common/Log.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/TimeUtil.h"
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struct WindowDesc {
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WindowSystem winsys{};
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void *data1 = nullptr;
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void *data2 = nullptr;
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bool Valid() const {
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return winsys != WindowSystem::WINDOWSYSTEM_UNINITIALIZED && data2; // Not all platforms use data1, so don't check it.
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}
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};
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// Init is done differently on each platform, and done close to the creation, so it's
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// expected to be implemented by subclasses.
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class GraphicsContext {
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public:
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virtual ~GraphicsContext() = default;
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// Some implementations will separate init of the API and of the rendering surface.
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// wnd here is only to be used for messageboxes and similar, not for the surface.
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virtual bool InitAPI(void *wnd, std::string *deviceName, std::string *errorMessage) { return true; }
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virtual void ShutdownAPI() {}
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// These should be called on the render thread if NeedsRenderThread.
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virtual bool InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *errorMessage) { return true; }
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virtual void ShutdownSurface() {}
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// Used during window resize on desktop ONLY. Must be called from the window thread,
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// not the rendering thread or CPU thread.
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virtual void Pause() {}
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virtual void Resume() {}
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virtual void Resize() = 0;
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virtual void NotifyWindowRestored() {}
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// Needs casting to the appropriate type, unfortunately. Should find a better solution..
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virtual void *GetAPIContext() { return nullptr; }
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// OpenGL returns true here. Later we will need to do the same with Vulkan.
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virtual bool NeedsSeparateEmuThread() const { return false; }
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// Called from the render thread from threaded backends.
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virtual void ThreadStart() {}
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virtual bool ThreadFrame() { return true; } // Returns false when it's time to exit the loop.
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virtual void ThreadEnd() {}
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// When this is called, the emulation thread has stopped producing frames completely.
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// Called from the emu thread, so be ready for that.
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virtual void NotifyEmuThreadExit() {}
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// Useful for checks that need to be performed every frame.
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// Should strive to get rid of these.
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virtual void Poll() {}
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// TODO: Store in a protected variable?
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virtual Draw::DrawContext *GetDrawContext() = 0;
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};
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// This is used by the headless build, for the case of software rendering where we really don't need any context,
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// unlike the standalone build where we do need a context anyway for UI and stuff.
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class NullGraphicsContext : public GraphicsContext {
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public:
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NullGraphicsContext() {}
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Draw::DrawContext *GetDrawContext() override { return nullptr; }
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void Resize() override {}
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bool NeedsSeparateEmuThread() const override { return false; }
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};
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