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Prepare frontend for multiple graphics APIs (#6347)
* externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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99 changed files with 3165 additions and 4501 deletions
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@ -7,6 +7,7 @@
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#include <array>
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#include <cstddef>
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#include <functional>
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#include <span>
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#include <type_traits>
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#include <boost/serialization/access.hpp>
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#include <boost/serialization/array.hpp>
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@ -113,7 +114,7 @@ struct GSEmitter {
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GSEmitter();
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~GSEmitter();
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void Emit(Common::Vec4<float24> (&output_regs)[16]);
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void Emit(std::span<Common::Vec4<float24>, 16> output_regs);
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private:
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friend class boost::serialization::access;
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@ -140,9 +141,9 @@ struct UnitState {
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struct Registers {
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// The registers are accessed by the shader JIT using SSE instructions, and are therefore
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// required to be 16-byte aligned.
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alignas(16) Common::Vec4<float24> input[16];
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alignas(16) Common::Vec4<float24> temporary[16];
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alignas(16) Common::Vec4<float24> output[16];
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alignas(16) std::array<Common::Vec4<float24>, 16> input;
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alignas(16) std::array<Common::Vec4<float24>, 16> temporary;
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alignas(16) std::array<Common::Vec4<float24>, 16> output;
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private:
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friend class boost::serialization::access;
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