Add Metal support to Qt frontend and clean up renderer creation code (#795)

* Qt: Initial support for Metal renderer

* Clean up graphics context code

* Nits

* More nits

* Qt: Move screen-related stuff to own folder

* Qt: Make screen widget polymorphic

* Qt: Re-add Metal

* Add factory for screen widget

* Qt: Support compilation without Metal

* Qt: Fix build without Metal

* Oops

* oops
This commit is contained in:
wheremyfoodat
2025-07-26 23:13:08 +03:00
committed by GitHub
parent 8b0b1939cf
commit 0446bcdaa1
23 changed files with 331 additions and 146 deletions

View File

@@ -69,7 +69,7 @@ class Renderer {
virtual void reset() = 0;
virtual void display() = 0; // Display the 3DS screen contents to the window
virtual void initGraphicsContext(SDL_Window* window) = 0; // Initialize graphics context
virtual void initGraphicsContext(void* context) = 0; // Initialize graphics context
virtual void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) = 0; // Clear a GPU buffer in VRAM
virtual void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) = 0; // Perform display transfer
virtual void textureCopy(u32 inputAddr, u32 outputAddr, u32 totalBytes, u32 inputSize, u32 outputSize, u32 flags) = 0;
@@ -91,9 +91,9 @@ class Renderer {
// Called to notify the core to use OpenGL ES and not desktop GL
virtual void setupGLES() {}
// Only relevant for Metal renderer on iOS
// Passes a SwiftUI MTKView's layer (CAMetalLayer) to the renderer
virtual void setMTKLayer(void* layer) {};
// Used for Metal renderer on Qt and iOS
// Passes an NSView's backing layer (CAMetalLayer) to the renderer
virtual void setMTKLayer(void* layer) { Helpers::panic("Renderer doesn't support MTK Layer"); };
// This function is called on every draw call before parsing vertex data.
// It is responsible for things like looking up which vertex/fragment shaders to use, recompiling them if they don't exist, choosing between
@@ -101,11 +101,6 @@ class Renderer {
// Returns whether this draw is eligible for using hardware-accelerated shaders or if shaders should run on the CPU
virtual bool prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel) { return false; }
// Functions for initializing the graphics context for the Qt frontend, where we don't have the convenience of SDL_Window
#ifdef PANDA3DS_FRONTEND_QT
virtual void initGraphicsContext(GL::Context* context) { Helpers::panic("Tried to initialize incompatible renderer with GL context"); }
#endif
void setFBSize(u32 width, u32 height) {
fbSize[0] = width;
fbSize[1] = height;