dolphin/Source/Core/VideoCommon/VideoBackendBase.h
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

80 lines
2 KiB
C++

// Copyright 2011 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <optional>
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/WindowSystemInfo.h"
#include "VideoCommon/PerfQueryBase.h"
namespace MMIO
{
class Mapping;
}
class PointerWrap;
enum class FieldType
{
Odd,
Even,
};
enum class EFBAccessType
{
PeekZ,
PokeZ,
PeekColor,
PokeColor
};
class VideoBackendBase
{
public:
virtual ~VideoBackendBase() {}
virtual bool Initialize(const WindowSystemInfo& wsi) = 0;
virtual void Shutdown() = 0;
virtual std::string GetName() const = 0;
virtual std::string GetDisplayName() const { return GetName(); }
virtual void InitBackendInfo() = 0;
virtual std::optional<std::string> GetWarningMessage() const { return {}; }
// Prepares a native window for rendering. This is called on the main thread, or the
// thread which owns the window.
virtual void PrepareWindow(WindowSystemInfo& wsi) {}
static std::string BadShaderFilename(const char* shader_stage, int counter);
void Video_ExitLoop();
void Video_BeginField(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
u32 Video_AccessEFB(EFBAccessType type, u32 x, u32 y, u32 data);
u32 Video_GetQueryResult(PerfQueryType type);
u16 Video_GetBoundingBox(int index);
static std::string GetDefaultBackendName();
static const std::vector<std::unique_ptr<VideoBackendBase>>& GetAvailableBackends();
static void ActivateBackend(const std::string& name);
// Fills the backend_info fields with the capabilities of the selected backend/device.
static void PopulateBackendInfo();
// Called by the UI thread when the graphics config is opened.
static void PopulateBackendInfoFromUI();
// Wrapper function which pushes the event to the GPU thread.
void DoState(PointerWrap& p);
protected:
void InitializeShared();
void ShutdownShared();
bool m_initialized = false;
};
extern VideoBackendBase* g_video_backend;