// Copyright 2011 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include "Common/CommonTypes.h" #include "Common/WindowSystemInfo.h" #include "VideoCommon/PerfQueryBase.h" namespace MMIO { class Mapping; } class PointerWrap; enum class FieldType { Odd, Even, }; enum class EFBAccessType { PeekZ, PokeZ, PeekColor, PokeColor }; class VideoBackendBase { public: virtual ~VideoBackendBase() {} virtual bool Initialize(const WindowSystemInfo& wsi) = 0; virtual void Shutdown() = 0; virtual std::string GetName() const = 0; virtual std::string GetDisplayName() const { return GetName(); } virtual void InitBackendInfo() = 0; virtual std::optional GetWarningMessage() const { return {}; } // Prepares a native window for rendering. This is called on the main thread, or the // thread which owns the window. virtual void PrepareWindow(const WindowSystemInfo& wsi) {} static std::string BadShaderFilename(const char* shader_stage, int counter); void Video_ExitLoop(); void Video_BeginField(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks); u32 Video_AccessEFB(EFBAccessType type, u32 x, u32 y, u32 data); u32 Video_GetQueryResult(PerfQueryType type); u16 Video_GetBoundingBox(int index); static void PopulateList(); static void ClearList(); static void ActivateBackend(const std::string& name); // Fills the backend_info fields with the capabilities of the selected backend/device. // Called by the UI thread when the graphics config is opened. static void PopulateBackendInfo(); // Wrapper function which pushes the event to the GPU thread. void DoState(PointerWrap& p); protected: void InitializeShared(); void ShutdownShared(); bool m_initialized = false; }; extern std::vector> g_available_video_backends; extern VideoBackendBase* g_video_backend;