// Copyright (c) 2022, OpenEmu Team // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of the OpenEmu Team nor the // names of its contributors may be used to endorse or promote products // derived from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY OpenEmu Team ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED // WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL OpenEmu Team BE LIABLE FOR ANY // DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES // (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND // ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS // SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. import Foundation import OpenEmuBase import Metal protocol GameRenderer { var gameCore: OEGameCore { get } var surfaceSize: OEIntSize { get } var canChangeBufferSize: Bool { get } /// Called when the gameCore or image render dimensions have changed. func update() // MARK: - Execution func willExecuteFrame() func didExecuteFrame() /// Called after the core has executed the next frame and prior filters being applied to the ``renderTexture``. /// - Returns: A texture containing the core's output in ``Metal.MTLPixelFormat.bgra8Unorm`` format. func prepareFrameForRender(commandBuffer: MTLCommandBuffer) -> MTLTexture? func suspendFPSLimiting() func resumeFPSLimiting() } protocol OpenGLGameRenderer: GameRenderer { var presentationFramebuffer: Any? { get } func presentDoubleBufferedFBO() func willRenderFrameOnAlternateThread() func didRenderFrameOnAlternateThread() }