yuzu/src/video_core/renderer_base.h
Andrea Pappacoda cdb240f3d4
chore: make yuzu REUSE compliant
[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 01cf05bc75
2022-07-27 12:53:49 +02:00

105 lines
3 KiB
C++

// SPDX-FileCopyrightText: 2014 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <functional>
#include <memory>
#include "common/common_funcs.h"
#include "common/common_types.h"
#include "core/frontend/emu_window.h"
#include "video_core/gpu.h"
#include "video_core/rasterizer_interface.h"
namespace Core::Frontend {
class EmuWindow;
class GraphicsContext;
} // namespace Core::Frontend
namespace VideoCore {
struct RendererSettings {
// Screenshot
std::atomic<bool> screenshot_requested{false};
void* screenshot_bits{};
std::function<void(bool)> screenshot_complete_callback;
Layout::FramebufferLayout screenshot_framebuffer_layout;
};
class RendererBase {
public:
YUZU_NON_COPYABLE(RendererBase);
YUZU_NON_MOVEABLE(RendererBase);
explicit RendererBase(Core::Frontend::EmuWindow& window,
std::unique_ptr<Core::Frontend::GraphicsContext> context);
virtual ~RendererBase();
/// Finalize rendering the guest frame and draw into the presentation texture
virtual void SwapBuffers(const Tegra::FramebufferConfig* framebuffer) = 0;
[[nodiscard]] virtual RasterizerInterface* ReadRasterizer() = 0;
[[nodiscard]] virtual std::string GetDeviceVendor() const = 0;
// Getter/setter functions:
// ------------------------
[[nodiscard]] f32 GetCurrentFPS() const {
return m_current_fps;
}
[[nodiscard]] int GetCurrentFrame() const {
return m_current_frame;
}
[[nodiscard]] Core::Frontend::GraphicsContext& Context() {
return *context;
}
[[nodiscard]] const Core::Frontend::GraphicsContext& Context() const {
return *context;
}
[[nodiscard]] Core::Frontend::EmuWindow& GetRenderWindow() {
return render_window;
}
[[nodiscard]] const Core::Frontend::EmuWindow& GetRenderWindow() const {
return render_window;
}
[[nodiscard]] RendererSettings& Settings() {
return renderer_settings;
}
[[nodiscard]] const RendererSettings& Settings() const {
return renderer_settings;
}
/// Refreshes the settings common to all renderers
void RefreshBaseSettings();
/// Returns true if a screenshot is being processed
bool IsScreenshotPending() const;
/// Request a screenshot of the next frame
void RequestScreenshot(void* data, std::function<void(bool)> callback,
const Layout::FramebufferLayout& layout);
protected:
Core::Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
std::unique_ptr<Core::Frontend::GraphicsContext> context;
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
RendererSettings renderer_settings;
private:
/// Updates the framebuffer layout of the contained render window handle.
void UpdateCurrentFramebufferLayout();
};
} // namespace VideoCore