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