6030c5ce41
We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency.
31 lines
734 B
C++
31 lines
734 B
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <memory>
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class EmuWindow;
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namespace VideoCore {
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class RendererBase;
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enum class Renderer { Software, OpenGL };
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// TODO: Wrap these in a user settings struct along with any other graphics settings (often set from
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// qt ui)
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extern std::atomic<bool> g_toggle_framelimit_enabled;
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/**
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* Creates a renderer instance.
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*
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* @note The returned renderer instance is simply allocated. Its Init()
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* function still needs to be called to fully complete its setup.
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*/
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std::unique_ptr<RendererBase> CreateRenderer(EmuWindow& emu_window);
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} // namespace VideoCore
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