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https://git.h3cjp.net/H3cJP/yuzu.git
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Merge pull request #1020 from lioncash/namespace
core: Namespace EmuWindow
This commit is contained in:
commit
ee07041b3a
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@ -88,7 +88,7 @@ System::ResultStatus System::SingleStep() {
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return RunLoop(false);
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}
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System::ResultStatus System::Load(EmuWindow& emu_window, const std::string& filepath) {
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System::ResultStatus System::Load(Frontend::EmuWindow& emu_window, const std::string& filepath) {
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app_loader = Loader::GetLoader(virtual_filesystem->OpenFile(filepath, FileSys::Mode::Read));
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if (!app_loader) {
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@ -151,7 +151,7 @@ Cpu& System::CpuCore(size_t core_index) {
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return *cpu_cores[core_index];
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}
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System::ResultStatus System::Init(EmuWindow& emu_window) {
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System::ResultStatus System::Init(Frontend::EmuWindow& emu_window) {
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LOG_DEBUG(HW_Memory, "initialized OK");
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CoreTiming::Init();
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@ -22,9 +22,12 @@
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/gpu.h"
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class EmuWindow;
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class ARM_Interface;
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namespace Core::Frontend {
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class EmuWindow;
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}
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namespace Service::SM {
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class ServiceManager;
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}
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@ -99,7 +102,7 @@ public:
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* @param filepath String path to the executable application to load on the host file system.
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* @returns ResultStatus code, indicating if the operation succeeded.
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*/
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ResultStatus Load(EmuWindow& emu_window, const std::string& filepath);
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ResultStatus Load(Frontend::EmuWindow& emu_window, const std::string& filepath);
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/**
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* Indicates if the emulated system is powered on (all subsystems initialized and able to run an
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@ -227,7 +230,7 @@ private:
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* input.
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* @return ResultStatus code, indicating if the operation succeeded.
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*/
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ResultStatus Init(EmuWindow& emu_window);
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ResultStatus Init(Frontend::EmuWindow& emu_window);
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/// RealVfsFilesystem instance
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FileSys::VirtualFilesystem virtual_filesystem;
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@ -8,6 +8,8 @@
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#include "core/frontend/input.h"
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#include "core/settings.h"
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namespace Core::Frontend {
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class EmuWindow::TouchState : public Input::Factory<Input::TouchDevice>,
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public std::enable_shared_from_this<TouchState> {
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public:
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@ -108,3 +110,5 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
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void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
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NotifyFramebufferLayoutChanged(Layout::DefaultFrameLayout(width, height));
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}
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} // namespace Core::Frontend
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@ -10,6 +10,8 @@
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#include "common/common_types.h"
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#include "core/frontend/framebuffer_layout.h"
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namespace Core::Frontend {
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/**
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* Abstraction class used to provide an interface between emulation code and the frontend
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* (e.g. SDL, QGLWidget, GLFW, etc...).
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@ -166,3 +168,5 @@ private:
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*/
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std::tuple<unsigned, unsigned> ClipToTouchScreen(unsigned new_x, unsigned new_y);
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};
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} // namespace Core::Frontend
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@ -10,7 +10,7 @@
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namespace VideoCore {
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RendererBase::RendererBase(EmuWindow& window) : render_window{window} {
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RendererBase::RendererBase(Core::Frontend::EmuWindow& window) : render_window{window} {
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RefreshBaseSettings();
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}
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@ -11,7 +11,9 @@
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#include "video_core/gpu.h"
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#include "video_core/rasterizer_interface.h"
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namespace Core::Frontend {
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class EmuWindow;
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}
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namespace VideoCore {
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@ -21,7 +23,7 @@ struct RendererSettings {
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class RendererBase : NonCopyable {
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public:
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explicit RendererBase(EmuWindow& window);
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explicit RendererBase(Core::Frontend::EmuWindow& window);
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virtual ~RendererBase();
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/// Swap buffers (render frame)
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@ -59,7 +61,7 @@ protected:
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/// Refreshes settings specific to the rasterizer.
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void RefreshRasterizerSetting();
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EmuWindow& render_window; ///< Reference to the render window handle.
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Core::Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
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std::unique_ptr<RasterizerInterface> rasterizer;
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f32 m_current_fps = 0.0f; ///< Current framerate, should be set by the renderer
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int m_current_frame = 0; ///< Current frame, should be set by the renderer
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@ -36,7 +36,7 @@ MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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RasterizerOpenGL::RasterizerOpenGL(EmuWindow& window) : emu_window{window} {
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RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window) : emu_window{window} {
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// Create sampler objects
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
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texture_samplers[i].Create();
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@ -21,12 +21,15 @@
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_stream_buffer.h"
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class EmuWindow;
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struct ScreenInfo;
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namespace Core::Frontend {
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class EmuWindow;
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}
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class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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public:
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explicit RasterizerOpenGL(EmuWindow& renderer);
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explicit RasterizerOpenGL(Core::Frontend::EmuWindow& renderer);
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~RasterizerOpenGL() override;
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void DrawArrays() override;
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@ -145,7 +148,7 @@ private:
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RasterizerCacheOpenGL res_cache;
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EmuWindow& emu_window;
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Core::Frontend::EmuWindow& emu_window;
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std::unique_ptr<GLShader::ProgramManager> shader_program_manager;
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OGLVertexArray sw_vao;
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@ -18,7 +18,6 @@
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#include "core/tracer/recorder.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/utils.h"
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#include "video_core/video_core.h"
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static const char vertex_shader[] = R"(
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#version 150 core
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@ -92,7 +91,8 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
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return matrix;
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}
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ScopeAcquireGLContext::ScopeAcquireGLContext(EmuWindow& emu_window_) : emu_window{emu_window_} {
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ScopeAcquireGLContext::ScopeAcquireGLContext(Core::Frontend::EmuWindow& emu_window_)
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: emu_window{emu_window_} {
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if (Settings::values.use_multi_core) {
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emu_window.MakeCurrent();
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}
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@ -103,7 +103,9 @@ ScopeAcquireGLContext::~ScopeAcquireGLContext() {
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}
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}
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RendererOpenGL::RendererOpenGL(EmuWindow& window) : VideoCore::RendererBase{window} {}
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& window)
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: VideoCore::RendererBase{window} {}
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RendererOpenGL::~RendererOpenGL() = default;
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/// Swap buffers (render frame)
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@ -12,7 +12,9 @@
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_state.h"
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namespace Core::Frontend {
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class EmuWindow;
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}
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/// Structure used for storing information about the textures for the Switch screen
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struct TextureInfo {
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@ -34,16 +36,16 @@ struct ScreenInfo {
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/// Helper class to acquire/release OpenGL context within a given scope
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class ScopeAcquireGLContext : NonCopyable {
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public:
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explicit ScopeAcquireGLContext(EmuWindow& window);
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explicit ScopeAcquireGLContext(Core::Frontend::EmuWindow& window);
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~ScopeAcquireGLContext();
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private:
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EmuWindow& emu_window;
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Core::Frontend::EmuWindow& emu_window;
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};
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class RendererOpenGL : public VideoCore::RendererBase {
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public:
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explicit RendererOpenGL(EmuWindow& window);
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explicit RendererOpenGL(Core::Frontend::EmuWindow& window);
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~RendererOpenGL() override;
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/// Swap buffers (render frame)
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@ -9,7 +9,7 @@
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namespace VideoCore {
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std::unique_ptr<RendererBase> CreateRenderer(EmuWindow& emu_window) {
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std::unique_ptr<RendererBase> CreateRenderer(Core::Frontend::EmuWindow& emu_window) {
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return std::make_unique<RendererOpenGL>(emu_window);
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}
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@ -6,7 +6,9 @@
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#include <memory>
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namespace Core::Frontend {
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class EmuWindow;
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}
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namespace VideoCore {
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@ -18,6 +20,6 @@ class RendererBase;
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* @note The returned renderer instance is simply allocated. Its Init()
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* function still needs to be called to fully complete its setup.
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*/
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std::unique_ptr<RendererBase> CreateRenderer(EmuWindow& emu_window);
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std::unique_ptr<RendererBase> CreateRenderer(Core::Frontend::EmuWindow& emu_window);
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} // namespace VideoCore
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@ -101,7 +101,7 @@ signals:
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void ErrorThrown(Core::System::ResultStatus, std::string);
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};
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class GRenderWindow : public QWidget, public EmuWindow {
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class GRenderWindow : public QWidget, public Core::Frontend::EmuWindow {
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Q_OBJECT
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public:
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@ -10,7 +10,7 @@
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struct SDL_Window;
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class EmuWindow_SDL2 : public EmuWindow {
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class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
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public:
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explicit EmuWindow_SDL2(bool fullscreen);
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~EmuWindow_SDL2();
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