ppsspp/Qt/QtMain.h
Unknown W. Brackets 051a84e9bd GPU: Restart when changing inflight frames setting.
We need to keep the push and pull in step, so changing at runtime is
messy.
2020-03-02 19:21:15 -08:00

192 lines
3.5 KiB
C++

#ifndef QTMAIN_H
#define QTMAIN_H
#include <QTouchEvent>
#include <QMouseEvent>
#include <QInputDialog>
#include "gfx_es2/glsl_program.h"
#include <QGLWidget>
#ifndef SDL
#include <QAudioOutput>
#include <QAudioFormat>
#endif
#if defined(MOBILE_DEVICE)
#include <QAccelerometer>
#if QT_VERSION < QT_VERSION_CHECK(5, 0, 0)
QTM_USE_NAMESPACE
#endif
#endif
#include <cassert>
#include <atomic>
#include <thread>
#include "base/display.h"
#include "base/logging.h"
#include "base/timeutil.h"
#include "file/zip_read.h"
#include "gfx/gl_common.h"
#include "gfx_es2/gpu_features.h"
#include "input/input_state.h"
#include "input/keycodes.h"
#include "thin3d/thin3d.h"
#include "base/NativeApp.h"
#include "net/resolve.h"
#include "NKCodeFromQt.h"
#include "Common/GraphicsContext.h"
#include "Core/Core.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "thin3d/thin3d_create.h"
#include "thin3d/GLRenderManager.h"
// Input
void SimulateGamepad();
class QtGLGraphicsContext : public GraphicsContext {
public:
QtGLGraphicsContext() {
CheckGLExtensions();
draw_ = Draw::T3DCreateGLContext();
SetGPUBackend(GPUBackend::OPENGL);
renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
renderManager_->SetInflightFrames(g_Config.iInflightFrames);
bool success = draw_->CreatePresets();
_assert_msg_(G3D, success, "Failed to compile preset shaders");
}
~QtGLGraphicsContext() {
delete draw_;
draw_ = nullptr;
renderManager_ = nullptr;
}
void Shutdown() override {}
void SwapInterval(int interval) override {}
void SwapBuffers() override {}
void Resize() override {}
Draw::DrawContext *GetDrawContext() override {
return draw_;
}
void ThreadStart() override {
renderManager_->ThreadStart(draw_);
}
bool ThreadFrame() override {
return renderManager_->ThreadFrame();
}
void ThreadEnd() override {
renderManager_->ThreadEnd();
}
void StopThread() override {
renderManager_->WaitUntilQueueIdle();
renderManager_->StopThread();
}
private:
Draw::DrawContext *draw_ = nullptr;
GLRenderManager *renderManager_ = nullptr;
};
enum class EmuThreadState {
DISABLED,
START_REQUESTED,
RUNNING,
QUIT_REQUESTED,
STOPPED,
};
// GUI, thread manager
class MainUI : public QGLWidget
{
Q_OBJECT
public:
explicit MainUI(QWidget *parent = 0);
~MainUI();
void resizeGL(int w, int h);
public slots:
QString InputBoxGetQString(QString title, QString defaultValue);
signals:
void doubleClick();
void newFrame();
protected:
void timerEvent(QTimerEvent *);
void changeEvent(QEvent *e);
bool event(QEvent *e);
void initializeGL();
void paintGL();
void updateAccelerometer();
void EmuThreadFunc();
void EmuThreadStart();
void EmuThreadStop();
void EmuThreadJoin();
private:
QtGLGraphicsContext *graphicsContext;
float xscale, yscale;
#if defined(MOBILE_DEVICE)
QAccelerometer* acc;
#endif
std::thread emuThread;
std::atomic<int> emuThreadState;
};
class QTCamera : public QObject {
Q_OBJECT
public:
QTCamera() {}
~QTCamera() {};
signals:
void onStartCamera(int width, int height);
void onStopCamera();
public slots:
void startCamera(int width, int height);
void stopCamera();
};
extern MainUI* emugl;
#ifndef SDL
// Audio
class MainAudio : public QObject {
Q_OBJECT
public:
MainAudio() {}
~MainAudio();
public slots:
void run();
protected:
void timerEvent(QTimerEvent *);
private:
QIODevice* feed;
QAudioOutput* output;
int mixlen;
char* mixbuf;
int timer;
};
#endif //SDL
#endif