mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 22:05:38 +00:00
c039d08c03
Late christmas present. Due to the way alpha works on the model3 adding regular anti-aliasing doesn't really work. Supersampling is very much a brute force solution, render the scene at a higher resolution and mipmap it. It's enabled via command line with the -ss option, for example -ss=4 for 4x supersampling or by adding Supersampling = 4 in the config file. Note non power of two values work as well, so 3 gives a very good balance between speed and quality. 8 will make your GPU bleed, since it is essentially rendering 64 pixels for every visible pixel on the screen.
218 lines
5.3 KiB
C++
218 lines
5.3 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* IEmulator.h
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*
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* Header file defining the emulator interface, IEmulator.
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*/
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#ifndef INCLUDED_IEMULATOR_H
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#define INCLUDED_IEMULATOR_H
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class CBlockFile;
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struct Game;
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struct ROMSet;
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class CRender2D;
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class IRender3D;
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class CInputs;
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class COutputs;
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class SuperAA;
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/*
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* IEmulator:
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*
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* Interface (abstract base class) for emulation.
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*/
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class IEmulator
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{
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public:
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/*
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* SaveState(SaveState):
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*
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* Saves an image of the current state. Must never be called while emulator
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* is running (i.e., inside RunFrame()).
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*
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* Parameters:
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* SaveState Block file to save state information to.
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*/
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virtual void SaveState(CBlockFile *SaveState) = 0;
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/*
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* LoadState(SaveState):
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*
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* Loads and resumes execution from a state image. Modifies data that may
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* be used by multiple threads -- use with caution and ensure threads are
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* not accessing data that will be touched, this can be done by calling
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* PauseThreads beforehand. Must never be called while emulator is running
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* (inside RunFrame()).
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*
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* Parameters:
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* SaveState Block file to load state information from.
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*/
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virtual void LoadState(CBlockFile *SaveState) = 0;
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/*
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* SaveNVRAM(NVRAM):
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*
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* Saves an image of the current non-volatile memory state.
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*
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* Parameters:
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* NVRAM Block file to save NVRAM to.
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*/
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virtual void SaveNVRAM(CBlockFile *NVRAM) = 0;
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/*
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* LoadNVRAM(NVRAM):
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*
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* Loads a non-volatile memory state.
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*
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* Parameters:
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* NVRAM Block file to load NVRAM state from.
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*/
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virtual void LoadNVRAM(CBlockFile *NVRAM) = 0;
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/*
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* ClearNVRAM(void):
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*
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* Clears all non-volatile memory.
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*/
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virtual void ClearNVRAM(void) = 0;
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/*
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* RunFrame(void):
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*
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* Runs one video frame.
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*/
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virtual void RunFrame(void) = 0;
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/*
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* RenderFrame(void):
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*
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* Renders one video frame.
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*/
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virtual void RenderFrame(void) = 0;
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/*
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* Reset(void):
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*
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* Resets the system. Does not modify non-volatile memory.
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*/
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virtual void Reset(void) = 0;
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/*
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* GetGame(void):
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*
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* Returns:
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* A reference to the presently loaded game's information structure (which
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* will be blank if no game has yet been loaded).
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*/
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virtual const Game &GetGame(void) const = 0;
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/*
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* LoadGame(game, rom_set):
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*
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* Loads a game, copying in the provided ROMs and setting the hardware
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* stepping.
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*
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* Parameters:
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* game Game information.
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* rom_set ROMs.
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*
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* Returns:
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* OKAY if successful, FAIL otherwise. Prints errors.
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*/
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virtual bool LoadGame(const Game &game, const ROMSet &rom_set) = 0;
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/*
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* AttachRenderers(Render2DPtr, Render3DPtr):
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*
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* Attaches the renderers to the appropriate device objects.
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*
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* Parameters:
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* Render2DPtr Pointer to a tile renderer object.
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* Render3DPtr Same as above but for a 3D renderer.
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*/
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virtual void AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr, SuperAA *superAA) = 0;
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/*
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* AttachInputs(InputsPtr):
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*
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* Attaches OSD-managed inputs.
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*
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* Parameters:
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* InputsPtr Pointer to the object containing input states.
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*/
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virtual void AttachInputs(CInputs *InputsPtr) = 0;
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/*
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* AttachOutputs(InputsPtr):
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*
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* Attaches OSD-managed outputs (cabinet lamps, etc.)
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*
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* Parameters:
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* OutputsPtr Pointer to the object containing output states.
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*/
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virtual void AttachOutputs(COutputs *OutputsPtr) = 0;
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/*
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* Init(void):
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*
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* One-time initialization of the context. Must be called prior to all
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* other members.
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*
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* NOTE: Command line settings will not have been applied here yet.
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*
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* Returns:
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* OKAY is successful, otherwise FAILED if a non-recoverable error
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* occurred. Prints own error messages.
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*/
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virtual bool Init(void) = 0;
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/*
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* PauseThreads(void):
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*
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* Flags that any running threads should pause and waits for them to do so.
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* Should be used before invoking any method that accesses the internal
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* state, eg LoadState or SaveState.
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*/
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virtual bool PauseThreads(void) = 0;
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/*
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* ResumeThreads(void):
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*
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* Flags that any paused threads should resume running.
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*/
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virtual bool ResumeThreads(void) = 0;
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/*
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* ~IEmulator(void):
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*
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* Destructor. Must free all resources.
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*/
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virtual ~IEmulator(void)
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{
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}
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};
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#endif // INCLUDED_IEMULATOR_H
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