video_core: Make global EmuWindow instance part of the base renderer class

Makes the global a member of the RendererBase class. We also change this
to be a reference. Passing any form of null pointer to these functions
is incorrect entirely, especially given the code itself assumes that the
pointer would always be in a valid state.

This also makes it easier to follow the lifecycle of instances being
used, as we explicitly interact the renderer with the rasterizer, rather
than it just operating on a global pointer.
master
Lioncash 2018-08-01 20:59:42 +07:00
parent 99a1d7440d
commit 0f2ac928f2
13 changed files with 54 additions and 64 deletions

@ -86,7 +86,7 @@ System::ResultStatus System::SingleStep() {
return RunLoop(false);
}
System::ResultStatus System::Load(EmuWindow* emu_window, const std::string& filepath) {
System::ResultStatus System::Load(EmuWindow& emu_window, const std::string& filepath) {
app_loader = Loader::GetLoader(std::make_shared<FileSys::RealVfsFile>(filepath));
if (!app_loader) {
@ -163,7 +163,7 @@ Cpu& System::CpuCore(size_t core_index) {
return *cpu_cores[core_index];
}
System::ResultStatus System::Init(EmuWindow* emu_window, u32 system_mode) {
System::ResultStatus System::Init(EmuWindow& emu_window, u32 system_mode) {
LOG_DEBUG(HW_Memory, "initialized OK");
CoreTiming::Init();

@ -81,11 +81,12 @@ public:
/**
* Load an executable application.
* @param emu_window Pointer to the host-system window used for video output and keyboard input.
* @param emu_window Reference to the host-system window used for video output and keyboard
* input.
* @param filepath String path to the executable application to load on the host file system.
* @returns ResultStatus code, indicating if the operation succeeded.
*/
ResultStatus Load(EmuWindow* emu_window, const std::string& filepath);
ResultStatus Load(EmuWindow& emu_window, const std::string& filepath);
/**
* Indicates if the emulated system is powered on (all subsystems initialized and able to run an
@ -186,11 +187,12 @@ private:
/**
* Initialize the emulated system.
* @param emu_window Pointer to the host-system window used for video output and keyboard input.
* @param emu_window Reference to the host-system window used for video output and keyboard
* input.
* @param system_mode The system mode.
* @return ResultStatus code, indicating if the operation succeeded.
*/
ResultStatus Init(EmuWindow* emu_window, u32 system_mode);
ResultStatus Init(EmuWindow& emu_window, u32 system_mode);
/// AppLoader used to load the current executing application
std::unique_ptr<Loader::AppLoader> app_loader;

@ -5,10 +5,9 @@
#include "core/gdbstub/gdbstub.h"
#include "core/hle/service/hid/hid.h"
#include "core/settings.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
#include "core/frontend/emu_window.h"
namespace Settings {
Values values = {};
@ -20,9 +19,8 @@ void Apply() {
VideoCore::g_toggle_framelimit_enabled = values.toggle_framelimit;
if (VideoCore::g_emu_window) {
auto layout = VideoCore::g_emu_window->GetFramebufferLayout();
VideoCore::g_emu_window->UpdateCurrentFramebufferLayout(layout.width, layout.height);
if (VideoCore::g_renderer) {
VideoCore::g_renderer->UpdateCurrentFramebufferLayout();
}
Service::HID::ReloadInputDevices();

@ -2,14 +2,22 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <atomic>
#include <memory>
#include "core/frontend/emu_window.h"
#include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/video_core.h"
RendererBase::RendererBase(EmuWindow& window) : render_window{window} {}
RendererBase::~RendererBase() = default;
void RendererBase::UpdateCurrentFramebufferLayout() {
const Layout::FramebufferLayout& layout = render_window.GetFramebufferLayout();
render_window.UpdateCurrentFramebufferLayout(layout.width, layout.height);
}
void RendererBase::RefreshRasterizerSetting() {
if (rasterizer == nullptr) {
rasterizer = std::make_unique<RasterizerOpenGL>();
rasterizer = std::make_unique<RasterizerOpenGL>(render_window);
}
}

@ -18,23 +18,21 @@ public:
/// Used to reference a framebuffer
enum kFramebuffer { kFramebuffer_VirtualXFB = 0, kFramebuffer_EFB, kFramebuffer_Texture };
virtual ~RendererBase() {}
explicit RendererBase(EmuWindow& window);
virtual ~RendererBase();
/// Swap buffers (render frame)
virtual void SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) = 0;
/**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
virtual void SetWindow(EmuWindow* window) = 0;
/// Initialize the renderer
virtual bool Init() = 0;
/// Shutdown the renderer
virtual void ShutDown() = 0;
/// Updates the framebuffer layout of the contained render window handle.
void UpdateCurrentFramebufferLayout();
// Getter/setter functions:
// ------------------------
@ -53,9 +51,8 @@ public:
void RefreshRasterizerSetting();
protected:
EmuWindow& render_window; ///< Reference to the render window handle.
std::unique_ptr<VideoCore::RasterizerInterface> rasterizer;
f32 m_current_fps = 0.0f; ///< Current framerate, should be set by the renderer
int m_current_frame = 0; ///< Current frame, should be set by the renderer
private:
};

@ -14,7 +14,6 @@
#include "common/logging/log.h"
#include "common/math_util.h"
#include "common/microprofile.h"
#include "common/scope_exit.h"
#include "core/core.h"
#include "core/frontend/emu_window.h"
#include "core/hle/kernel/process.h"
@ -37,7 +36,7 @@ MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
RasterizerOpenGL::RasterizerOpenGL() {
RasterizerOpenGL::RasterizerOpenGL(EmuWindow& window) : emu_window{window} {
// Create sampler objects
for (size_t i = 0; i < texture_samplers.size(); ++i) {
texture_samplers[i].Create();
@ -395,7 +394,7 @@ void RasterizerOpenGL::Clear() {
if (clear_mask == 0)
return;
ScopeAcquireGLContext acquire_context;
ScopeAcquireGLContext acquire_context{emu_window};
auto [dirty_color_surface, dirty_depth_surface] =
ConfigureFramebuffers(use_color_fb, use_depth_fb);
@ -425,7 +424,7 @@ void RasterizerOpenGL::DrawArrays() {
MICROPROFILE_SCOPE(OpenGL_Drawing);
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
ScopeAcquireGLContext acquire_context;
ScopeAcquireGLContext acquire_context{emu_window};
auto [dirty_color_surface, dirty_depth_surface] =
ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0);

@ -21,11 +21,12 @@
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_stream_buffer.h"
class EmuWindow;
struct ScreenInfo;
class RasterizerOpenGL : public VideoCore::RasterizerInterface {
public:
RasterizerOpenGL();
explicit RasterizerOpenGL(EmuWindow& renderer);
~RasterizerOpenGL() override;
void DrawArrays() override;
@ -144,6 +145,8 @@ private:
RasterizerCacheOpenGL res_cache;
EmuWindow& emu_window;
std::unique_ptr<GLShader::ProgramManager> shader_program_manager;
OGLVertexArray sw_vao;
OGLVertexArray hw_vao;

@ -92,23 +92,23 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
return matrix;
}
ScopeAcquireGLContext::ScopeAcquireGLContext() {
ScopeAcquireGLContext::ScopeAcquireGLContext(EmuWindow& emu_window_) : emu_window{emu_window_} {
if (Settings::values.use_multi_core) {
VideoCore::g_emu_window->MakeCurrent();
emu_window.MakeCurrent();
}
}
ScopeAcquireGLContext::~ScopeAcquireGLContext() {
if (Settings::values.use_multi_core) {
VideoCore::g_emu_window->DoneCurrent();
emu_window.DoneCurrent();
}
}
RendererOpenGL::RendererOpenGL() = default;
RendererOpenGL::RendererOpenGL(EmuWindow& window) : RendererBase{window} {}
RendererOpenGL::~RendererOpenGL() = default;
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) {
ScopeAcquireGLContext acquire_context;
ScopeAcquireGLContext acquire_context{render_window};
Core::System::GetInstance().perf_stats.EndSystemFrame();
@ -130,10 +130,10 @@ void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&
// Load the framebuffer from memory, draw it to the screen, and swap buffers
LoadFBToScreenInfo(*framebuffer, screen_info);
DrawScreen();
render_window->SwapBuffers();
render_window.SwapBuffers();
}
render_window->PollEvents();
render_window.PollEvents();
Core::System::GetInstance().frame_limiter.DoFrameLimiting(CoreTiming::GetGlobalTimeUs());
Core::System::GetInstance().perf_stats.BeginSystemFrame();
@ -356,7 +356,7 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreen() {
const auto& layout = render_window->GetFramebufferLayout();
const auto& layout = render_window.GetFramebufferLayout();
const auto& screen = layout.screen;
glViewport(0, 0, layout.width, layout.height);
@ -380,14 +380,6 @@ void RendererOpenGL::DrawScreen() {
/// Updates the framerate
void RendererOpenGL::UpdateFramerate() {}
/**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
void RendererOpenGL::SetWindow(EmuWindow* window) {
render_window = window;
}
static const char* GetSource(GLenum source) {
#define RET(s) \
case GL_DEBUG_SOURCE_##s: \
@ -445,7 +437,7 @@ static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum
/// Initialize the renderer
bool RendererOpenGL::Init() {
ScopeAcquireGLContext acquire_context;
ScopeAcquireGLContext acquire_context{render_window};
if (GLAD_GL_KHR_debug) {
glEnable(GL_DEBUG_OUTPUT);

@ -34,24 +34,21 @@ struct ScreenInfo {
/// Helper class to acquire/release OpenGL context within a given scope
class ScopeAcquireGLContext : NonCopyable {
public:
ScopeAcquireGLContext();
explicit ScopeAcquireGLContext(EmuWindow& window);
~ScopeAcquireGLContext();
private:
EmuWindow& emu_window;
};
class RendererOpenGL : public RendererBase {
public:
RendererOpenGL();
explicit RendererOpenGL(EmuWindow& window);
~RendererOpenGL() override;
/// Swap buffers (render frame)
void SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) override;
/**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
void SetWindow(EmuWindow* window) override;
/// Initialize the renderer
bool Init() override;
@ -72,8 +69,6 @@ private:
void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
const TextureInfo& texture);
EmuWindow* render_window; ///< Handle to render window
OpenGLState state;
// OpenGL object IDs

@ -13,16 +13,13 @@
namespace VideoCore {
EmuWindow* g_emu_window = nullptr; ///< Frontend emulator window
std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
std::atomic<bool> g_toggle_framelimit_enabled;
/// Initialize the video core
bool Init(EmuWindow* emu_window) {
g_emu_window = emu_window;
g_renderer = std::make_unique<RendererOpenGL>();
g_renderer->SetWindow(g_emu_window);
bool Init(EmuWindow& emu_window) {
g_renderer = std::make_unique<RendererOpenGL>(emu_window);
if (g_renderer->Init()) {
LOG_DEBUG(Render, "initialized OK");
} else {

@ -18,7 +18,6 @@ namespace VideoCore {
enum class Renderer { Software, OpenGL };
extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
extern EmuWindow* g_emu_window; ///< Emu window
// TODO: Wrap these in a user settings struct along with any other graphics settings (often set from
// qt ui)
@ -28,7 +27,7 @@ extern std::atomic<bool> g_toggle_framelimit_enabled;
void Start();
/// Initialize the video core
bool Init(EmuWindow* emu_window);
bool Init(EmuWindow& emu_window);
/// Shutdown the video core
void Shutdown();

@ -402,7 +402,7 @@ bool GMainWindow::LoadROM(const QString& filename) {
system.SetGPUDebugContext(debug_context);
const Core::System::ResultStatus result{system.Load(render_window, filename.toStdString())};
const Core::System::ResultStatus result{system.Load(*render_window, filename.toStdString())};
render_window->DoneCurrent();

@ -162,7 +162,7 @@ int main(int argc, char** argv) {
SCOPE_EXIT({ system.Shutdown(); });
const Core::System::ResultStatus load_result{system.Load(emu_window.get(), filepath)};
const Core::System::ResultStatus load_result{system.Load(*emu_window, filepath)};
switch (load_result) {
case Core::System::ResultStatus::ErrorGetLoader: