Add some descriptions to new classes

This commit is contained in:
Scott Mansell 2023-01-31 14:34:36 +13:00
parent abfc75f362
commit b753641dd4
4 changed files with 14 additions and 11 deletions

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@ -39,6 +39,11 @@ class AsyncShaderCompiler;
using ClearColor = std::array<float, 4>; using ClearColor = std::array<float, 4>;
// AbstractGfx is the root of Dolphin's Graphics API abstraction layer.
//
// Abstract knows nothing about the internals of the GameCube/Wii, that is all handled elsewhere in
// VideoCommon.
class AbstractGfx class AbstractGfx
{ {
public: public:

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@ -16,6 +16,8 @@ class AbstractPipeline;
namespace VideoCommon namespace VideoCommon
{ {
// OnScreenUI handles all the ImGui rendering.
class OnScreenUI class OnScreenUI
{ {
public: public:

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@ -23,6 +23,8 @@ namespace VideoCommon
class OnScreenUI; class OnScreenUI;
class PostProcessing; class PostProcessing;
// Presenter is a class that deals with putting the final XFB on the screen.
// It also handles the ImGui UI and post-processing.
class Presenter class Presenter
{ {
public: public:

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@ -1,15 +1,6 @@
// Copyright 2010 Dolphin Emulator Project // Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
// ---------------------------------------------------------------------------------------------
// GC graphics pipeline
// ---------------------------------------------------------------------------------------------
// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
// The efb can be copied back into ram in two forms: as textures or as XFB.
// The XFB is the region in RAM that the VI chip scans out to the television.
// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
// ---------------------------------------------------------------------------------------------
#pragma once #pragma once
@ -32,8 +23,11 @@ struct EfbPokeData
}; };
// Renderer really isn't a very good name for this class - it's more like "Misc". // Renderer really isn't a very good name for this class - it's more like "Misc".
// The long term goal is to get rid of this class and replace it with others that make // It used to be a massive mess, but almost everything has been refactored out.
// more sense. //
// Most of the remaining functionality is related to EFB and Internal Resolution scaling
//
// It also handles the Widescreen heuristic, frame counting and tracking xfb across save states.
class Renderer class Renderer
{ {
public: public: