skyline/app/src/main/cpp/skyline/gpu.h

48 lines
1.7 KiB
C++

// SPDX-License-Identifier: MPL-2.0
// Copyright © 2020 Skyline Team and Contributors (https://github.com/skyline-emu/)
#pragma once
#include <queue>
#include <android/native_window.h>
#include <kernel/ipc.h>
#include <kernel/types/KEvent.h>
#include <services/nvdrv/devices/nvmap.h>
#include "gpu/texture.h"
namespace skyline::gpu {
/**
* @brief This is used to converge all of the interfaces to the GPU and send the results to a GPU API
* @note We opted for just supporting a single layer and display as it's what basically all games use and wasting cycles on it is pointless
*/
class GPU {
private:
ANativeWindow *window; //!< The ANativeWindow to render to
const DeviceState &state; //!< The state of the device
bool surfaceUpdate{}; //!< If the surface needs to be updated
u64 frameTimestamp{}; //!< The timestamp of the last frame being shown
public:
std::queue<std::shared_ptr<PresentationTexture>> presentationQueue; //!< A queue of all the PresentationTextures to be posted to the display
texture::Dimensions resolution{}; //!< The resolution of the surface
i32 format{}; //!< The format of the display window
std::shared_ptr<kernel::type::KEvent> vsyncEvent; //!< This KEvent is triggered every time a frame is drawn
std::shared_ptr<kernel::type::KEvent> bufferEvent; //!< This KEvent is triggered every time a buffer is freed
/**
* @param window The ANativeWindow to render to
*/
GPU(const DeviceState &state);
/**
* @brief The destructor for the GPU class
*/
~GPU();
/**
* @brief The loop that executes routine GPU functions
*/
void Loop();
};
}