Add some descriptions to new classes
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@ -39,6 +39,11 @@ class AsyncShaderCompiler;
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using ClearColor = std::array<float, 4>;
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using ClearColor = std::array<float, 4>;
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// AbstractGfx is the root of Dolphin's Graphics API abstraction layer.
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//
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// Abstract knows nothing about the internals of the GameCube/Wii, that is all handled elsewhere in
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// VideoCommon.
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class AbstractGfx
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class AbstractGfx
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{
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{
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public:
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public:
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@ -16,6 +16,8 @@ class AbstractPipeline;
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namespace VideoCommon
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namespace VideoCommon
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{
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{
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// OnScreenUI handles all the ImGui rendering.
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class OnScreenUI
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class OnScreenUI
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{
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{
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public:
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public:
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@ -23,6 +23,8 @@ namespace VideoCommon
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class OnScreenUI;
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class OnScreenUI;
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class PostProcessing;
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class PostProcessing;
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// Presenter is a class that deals with putting the final XFB on the screen.
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// It also handles the ImGui UI and post-processing.
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class Presenter
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class Presenter
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{
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{
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public:
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public:
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@ -1,15 +1,6 @@
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// Copyright 2010 Dolphin Emulator Project
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// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// SPDX-License-Identifier: GPL-2.0-or-later
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// ---------------------------------------------------------------------------------------------
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// GC graphics pipeline
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// ---------------------------------------------------------------------------------------------
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// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
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// The efb can be copied back into ram in two forms: as textures or as XFB.
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// The XFB is the region in RAM that the VI chip scans out to the television.
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// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
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// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
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// ---------------------------------------------------------------------------------------------
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#pragma once
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#pragma once
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@ -32,8 +23,11 @@ struct EfbPokeData
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};
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};
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// Renderer really isn't a very good name for this class - it's more like "Misc".
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// Renderer really isn't a very good name for this class - it's more like "Misc".
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// The long term goal is to get rid of this class and replace it with others that make
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// It used to be a massive mess, but almost everything has been refactored out.
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// more sense.
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//
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// Most of the remaining functionality is related to EFB and Internal Resolution scaling
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//
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// It also handles the Widescreen heuristic, frame counting and tracking xfb across save states.
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class Renderer
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class Renderer
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{
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{
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public:
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public:
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