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authorScott Mansell <phiren@gmail.com>2023-01-31 14:34:36 +1300
committerScott Mansell <phiren@gmail.com>2023-01-31 19:41:24 +1300
commitb753641dd44c927e52c4b478f0ace8bfdf17a2ff (patch)
tree8091a2e76f1fed48eee3527b962a636f8b4748a0 /Source/Core
parentabfc75f3629fb0fcef42682d25249595923c7771 (diff)
Add some descriptions to new classes
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/VideoCommon/AbstractGfx.h5
-rw-r--r--Source/Core/VideoCommon/OnScreenUI.h2
-rw-r--r--Source/Core/VideoCommon/Present.h2
-rw-r--r--Source/Core/VideoCommon/RenderBase.h16
4 files changed, 14 insertions, 11 deletions
diff --git a/Source/Core/VideoCommon/AbstractGfx.h b/Source/Core/VideoCommon/AbstractGfx.h
index be9708c12f..e59270871c 100644
--- a/Source/Core/VideoCommon/AbstractGfx.h
+++ b/Source/Core/VideoCommon/AbstractGfx.h
@@ -39,6 +39,11 @@ class AsyncShaderCompiler;
using ClearColor = std::array<float, 4>;
+// AbstractGfx is the root of Dolphin's Graphics API abstraction layer.
+//
+// Abstract knows nothing about the internals of the GameCube/Wii, that is all handled elsewhere in
+// VideoCommon.
+
class AbstractGfx
{
public:
diff --git a/Source/Core/VideoCommon/OnScreenUI.h b/Source/Core/VideoCommon/OnScreenUI.h
index ea8eeb6630..e90d1c2132 100644
--- a/Source/Core/VideoCommon/OnScreenUI.h
+++ b/Source/Core/VideoCommon/OnScreenUI.h
@@ -16,6 +16,8 @@ class AbstractPipeline;
namespace VideoCommon
{
+
+// OnScreenUI handles all the ImGui rendering.
class OnScreenUI
{
public:
diff --git a/Source/Core/VideoCommon/Present.h b/Source/Core/VideoCommon/Present.h
index 5e84d5aada..fb4799898c 100644
--- a/Source/Core/VideoCommon/Present.h
+++ b/Source/Core/VideoCommon/Present.h
@@ -23,6 +23,8 @@ namespace VideoCommon
class OnScreenUI;
class PostProcessing;
+// Presenter is a class that deals with putting the final XFB on the screen.
+// It also handles the ImGui UI and post-processing.
class Presenter
{
public:
diff --git a/Source/Core/VideoCommon/RenderBase.h b/Source/Core/VideoCommon/RenderBase.h
index 0468681e21..d2e0036563 100644
--- a/Source/Core/VideoCommon/RenderBase.h
+++ b/Source/Core/VideoCommon/RenderBase.h
@@ -1,15 +1,6 @@
// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
-// ---------------------------------------------------------------------------------------------
-// GC graphics pipeline
-// ---------------------------------------------------------------------------------------------
-// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
-// The efb can be copied back into ram in two forms: as textures or as XFB.
-// The XFB is the region in RAM that the VI chip scans out to the television.
-// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
-// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
-// ---------------------------------------------------------------------------------------------
#pragma once
@@ -32,8 +23,11 @@ struct EfbPokeData
};
// Renderer really isn't a very good name for this class - it's more like "Misc".
-// The long term goal is to get rid of this class and replace it with others that make
-// more sense.
+// It used to be a massive mess, but almost everything has been refactored out.
+//
+// Most of the remaining functionality is related to EFB and Internal Resolution scaling
+//
+// It also handles the Widescreen heuristic, frame counting and tracking xfb across save states.
class Renderer
{
public: