dolphin/Source/Core/VideoCommon/VideoBackendBase.h
JosJuice 6eefc3c524 Make default graphics backend not show up as empty
Fixes https://bugs.dolphin-emu.org/issues/12245.

I considered making a change to DolphinQt instead of
the core, but then additional effort would've been
required to add the same fix to the Android GUI once
we start using the new config system there.
2020-09-06 12:56:45 +02:00

83 lines
2.1 KiB
C++

// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#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 void PopulateList();
static void ClearList();
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 std::vector<std::unique_ptr<VideoBackendBase>> g_available_video_backends;
extern VideoBackendBase* g_video_backend;