#pragma once #include "common/rectangle.h" #include "types.h" #include #include // An abstracted RGBA8 texture. class HostDisplayTexture { public: virtual ~HostDisplayTexture(); virtual void* GetHandle() const = 0; virtual u32 GetWidth() const = 0; virtual u32 GetHeight() const = 0; }; // Interface to the frontend's renderer. class HostDisplay { public: enum class RenderAPI { None, D3D11, OpenGL, OpenGLES }; virtual ~HostDisplay(); virtual RenderAPI GetRenderAPI() const = 0; virtual void* GetRenderDevice() const = 0; virtual void* GetRenderContext() const = 0; virtual void* GetRenderWindow() const = 0; /// Switches the render window, recreating the surface. virtual void ChangeRenderWindow(void* new_window) = 0; /// Call when the window size changes externally to recreate any resources. virtual void WindowResized(s32 new_window_width, s32 new_window_height); /// Creates an abstracted RGBA8 texture. If dynamic, the texture can be updated with UpdateTexture() below. virtual std::unique_ptr CreateTexture(u32 width, u32 height, const void* data, u32 data_stride, bool dynamic = false) = 0; virtual void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_stride) = 0; virtual bool DownloadTexture(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, void* out_data, u32 out_data_stride) = 0; virtual void Render() = 0; virtual void SetVSync(bool enabled) = 0; const s32 GetDisplayTopMargin() const { return m_display_top_margin; } void ClearDisplayTexture() { m_display_texture_handle = nullptr; m_display_texture_width = 0; m_display_texture_height = 0; m_display_texture_view_x = 0; m_display_texture_view_y = 0; m_display_texture_view_width = 0; m_display_texture_view_height = 0; m_display_changed = true; } void SetDisplayTexture(void* texture_handle, s32 texture_width, s32 texture_height, s32 view_x, s32 view_y, s32 view_width, s32 view_height) { m_display_texture_handle = texture_handle; m_display_texture_width = texture_width; m_display_texture_height = texture_height; m_display_texture_view_x = view_x; m_display_texture_view_y = view_y; m_display_texture_view_width = view_width; m_display_texture_view_height = view_height; m_display_changed = true; } void SetDisplayParameters(s32 display_width, s32 display_height, const Common::Rectangle& display_area, float pixel_aspect_ratio) { m_display_width = display_width; m_display_height = display_height; m_display_area = display_area; m_display_aspect_ratio = pixel_aspect_ratio; m_display_changed = true; } void SetDisplayLinearFiltering(bool enabled) { m_display_linear_filtering = enabled; } void SetDisplayTopMargin(s32 height) { m_display_top_margin = height; } /// Helper function for computing the draw rectangle in a larger window. std::tuple CalculateDrawRect() const; /// Helper function to save texture data to a PNG. If flip_y is set, the image will be flipped aka OpenGL. bool WriteTextureToFile(const void* texture_handle, u32 x, u32 y, u32 width, u32 height, const char* filename, bool clear_alpha = true, bool flip_y = false, u32 resize_width = 0, u32 resize_height = 0); /// Helper function to save current display texture to PNG. bool WriteDisplayTextureToFile(const char* filename, bool full_resolution = true, bool apply_aspect_ratio = true); protected: s32 m_window_width = 0; s32 m_window_height = 0; s32 m_display_width = 0; s32 m_display_height = 0; Common::Rectangle m_display_area{}; float m_display_aspect_ratio = 1.0f; void* m_display_texture_handle = nullptr; s32 m_display_texture_width = 0; s32 m_display_texture_height = 0; s32 m_display_texture_view_x = 0; s32 m_display_texture_view_y = 0; s32 m_display_texture_view_width = 0; s32 m_display_texture_view_height = 0; s32 m_display_top_margin = 0; bool m_display_linear_filtering = false; bool m_display_changed = false; };