Merge pull request #120 from Wunkolo/renderer-null
Add a `null` rendering backend
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@@ -1,10 +1,14 @@
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#pragma once
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#include <filesystem>
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#include "renderer.hpp"
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// Remember to initialize every field here to its default value otherwise bad things will happen
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struct EmulatorConfig {
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bool shaderJitEnabled = false;
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RendererType rendererType = RendererType::OpenGL;
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EmulatorConfig(const std::filesystem::path& path);
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void load(const std::filesystem::path& path);
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void save(const std::filesystem::path& path);
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};
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@@ -25,13 +25,13 @@ enum class ROMType {
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};
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class Emulator {
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EmulatorConfig config;
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CPU cpu;
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GPU gpu;
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Memory memory;
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Kernel kernel;
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Crypto::AESEngine aesEngine;
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EmulatorConfig config;
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SDL_Window* window;
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#ifdef PANDA3DS_ENABLE_OPENGL
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@@ -70,8 +70,8 @@ class Emulator {
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public:
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// Decides whether to reload or not reload the ROM when resetting. We use enum class over a plain bool for clarity.
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// If NoReload is selected, the emulator will not reload its selected ROM. This is useful for things like booting up the emulator, or resetting to
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// change ROMs. If Reload is selected, the emulator will reload its selected ROM. This is useful for eg a "reset" button that keeps the current ROM
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// and just resets the emu
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// change ROMs. If Reload is selected, the emulator will reload its selected ROM. This is useful for eg a "reset" button that keeps the current
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// ROM and just resets the emu
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enum class ReloadOption { NoReload, Reload };
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Emulator();
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@@ -1,11 +1,19 @@
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#pragma once
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#include <array>
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#include <span>
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#include <optional>
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#include "PICA/pica_vertex.hpp"
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#include "PICA/regs.hpp"
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#include "helpers.hpp"
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enum class RendererType : s8 {
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// Todo: Auto = -1,
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Null = 0,
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OpenGL = 1,
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Vulkan = 2,
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};
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class GPU;
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class Renderer {
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@@ -28,6 +36,8 @@ class Renderer {
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virtual ~Renderer();
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static constexpr u32 vertexBufferSize = 0x10000;
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static std::optional<RendererType> typeFromString(std::string inString);
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static const char* typeToString(RendererType rendererType);
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virtual void reset() = 0;
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virtual void display() = 0; // Display the 3DS screen contents to the window
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@@ -68,6 +68,7 @@ class RendererGL final : public Renderer {
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public:
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RendererGL(GPU& gpu, const std::array<u32, regNum>& internalRegs) : Renderer(gpu, internalRegs) {}
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~RendererGL() override;
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void reset() override;
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void display() override; // Display the 3DS screen contents to the window
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17
include/renderer_null/renderer_null.hpp
Normal file
17
include/renderer_null/renderer_null.hpp
Normal file
@@ -0,0 +1,17 @@
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#include "renderer.hpp"
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class GPU;
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class RendererNull final : public Renderer {
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public:
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RendererNull(GPU& gpu, const std::array<u32, regNum>& internalRegs);
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~RendererNull() override;
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void reset() override;
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void display() override;
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void initGraphicsContext() override;
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void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) override;
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void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) override;
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void drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices) override;
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void screenshot(const std::string& name) override;
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};
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