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cdb240f3d4
[REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
106 lines
3.0 KiB
C++
106 lines
3.0 KiB
C++
// SPDX-FileCopyrightText: 2014 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <atomic>
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#include <functional>
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#include <memory>
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#include "common/common_funcs.h"
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#include "common/common_types.h"
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#include "core/frontend/emu_window.h"
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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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class GraphicsContext;
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} // namespace Core::Frontend
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namespace VideoCore {
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struct RendererSettings {
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// Screenshot
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std::atomic<bool> screenshot_requested{false};
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void* screenshot_bits{};
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std::function<void(bool)> screenshot_complete_callback;
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Layout::FramebufferLayout screenshot_framebuffer_layout;
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};
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class RendererBase {
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public:
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YUZU_NON_COPYABLE(RendererBase);
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YUZU_NON_MOVEABLE(RendererBase);
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explicit RendererBase(Core::Frontend::EmuWindow& window,
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std::unique_ptr<Core::Frontend::GraphicsContext> context);
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virtual ~RendererBase();
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/// Finalize rendering the guest frame and draw into the presentation texture
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virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0;
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[[nodiscard]] virtual RasterizerInterface* ReadRasterizer() = 0;
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[[nodiscard]] virtual std::string GetDeviceVendor() const = 0;
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// Getter/setter functions:
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// ------------------------
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[[nodiscard]] f32 GetCurrentFPS() const {
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return m_current_fps;
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}
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[[nodiscard]] int GetCurrentFrame() const {
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return m_current_frame;
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}
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[[nodiscard]] Core::Frontend::GraphicsContext& Context() {
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return *context;
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}
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[[nodiscard]] const Core::Frontend::GraphicsContext& Context() const {
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return *context;
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}
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[[nodiscard]] Core::Frontend::EmuWindow& GetRenderWindow() {
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return render_window;
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}
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[[nodiscard]] const Core::Frontend::EmuWindow& GetRenderWindow() const {
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return render_window;
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}
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[[nodiscard]] RendererSettings& Settings() {
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return renderer_settings;
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}
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[[nodiscard]] const RendererSettings& Settings() const {
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return renderer_settings;
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}
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/// Refreshes the settings common to all renderers
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void RefreshBaseSettings();
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/// Returns true if a screenshot is being processed
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bool IsScreenshotPending() const;
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/// Request a screenshot of the next frame
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void RequestScreenshot(void* data, std::function<void(bool)> callback,
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const Layout::FramebufferLayout& layout);
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protected:
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Core::Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
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std::unique_ptr<Core::Frontend::GraphicsContext> context;
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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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RendererSettings renderer_settings;
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private:
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/// Updates the framebuffer layout of the contained render window handle.
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void UpdateCurrentFramebufferLayout();
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};
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} // namespace VideoCore
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