dolphin/Source/Core/VideoBackends/Software/SWmain.cpp

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// Copyright 2009 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <cstring>
#include <memory>
#include <string>
#include <utility>
#include "Common/Common.h"
#include "Common/CommonTypes.h"
#include "Common/GL/GLContext.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/Software/Clipper.h"
#include "VideoBackends/Software/DebugUtil.h"
#include "VideoBackends/Software/EfbInterface.h"
#include "VideoBackends/Software/Rasterizer.h"
#include "VideoBackends/Software/SWOGLWindow.h"
#include "VideoBackends/Software/SWRenderer.h"
#include "VideoBackends/Software/SWTexture.h"
#include "VideoBackends/Software/SWVertexLoader.h"
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#include "VideoBackends/Software/TextureCache.h"
#include "VideoBackends/Software/VideoBackend.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace SW
{
class PerfQuery : public PerfQueryBase
{
public:
PerfQuery() {}
~PerfQuery() {}
void EnableQuery(PerfQueryGroup type) override {}
void DisableQuery(PerfQueryGroup type) override {}
void ResetQuery() override { EfbInterface::ResetPerfQuery(); }
u32 GetQueryResult(PerfQueryType type) override { return EfbInterface::GetPerfQueryResult(type); }
void FlushResults() override {}
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bool IsFlushed() const override { return true; }
};
std::string VideoSoftware::GetName() const
{
return NAME;
}
std::string VideoSoftware::GetDisplayName() const
{
return _trans("Software Renderer");
}
std::optional<std::string> VideoSoftware::GetWarningMessage() const
{
return _trans("The software renderer is significantly slower than other "
"backends and is only recommended for debugging purposes.\n\nDo you "
"really want to enable software rendering? If unsure, select 'No'.");
}
void VideoSoftware::InitBackendInfo()
{
g_Config.backend_info.api_type = APIType::Nothing;
g_Config.backend_info.MaxTextureSize = 16384;
g_Config.backend_info.bUsesLowerLeftOrigin = false;
g_Config.backend_info.bSupports3DVision = false;
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsEarlyZ = true;
g_Config.backend_info.bSupportsOversizedViewports = true;
g_Config.backend_info.bSupportsPrimitiveRestart = false;
g_Config.backend_info.bSupportsMultithreading = false;
g_Config.backend_info.bSupportsComputeShaders = false;
g_Config.backend_info.bSupportsGPUTextureDecoding = false;
g_Config.backend_info.bSupportsST3CTextures = false;
g_Config.backend_info.bSupportsBPTCTextures = false;
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g_Config.backend_info.bSupportsCopyToVram = false;
g_Config.backend_info.bSupportsLargePoints = false;
g_Config.backend_info.bSupportsDepthReadback = false;
g_Config.backend_info.bSupportsPartialDepthCopies = false;
g_Config.backend_info.bSupportsFramebufferFetch = false;
g_Config.backend_info.bSupportsBackgroundCompiling = false;
g_Config.backend_info.bSupportsLogicOp = true;
g_Config.backend_info.bSupportsShaderBinaries = false;
g_Config.backend_info.bSupportsPipelineCacheData = false;
// aamodes
g_Config.backend_info.AAModes = {1};
}
bool VideoSoftware::Initialize(const WindowSystemInfo& wsi)
{
InitializeShared();
std::unique_ptr<SWOGLWindow> window = SWOGLWindow::Create(wsi);
if (!window)
return false;
Clipper::Init();
Rasterizer::Init();
DebugUtil::Init();
g_renderer = std::make_unique<SWRenderer>(std::move(window));
g_vertex_manager = std::make_unique<SWVertexLoader>();
g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_perf_query = std::make_unique<PerfQuery>();
g_texture_cache = std::make_unique<TextureCache>();
if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
!g_texture_cache->Initialize())
{
PanicAlertFmt("Failed to initialize renderer classes");
Shutdown();
return false;
}
g_shader_cache->InitializeShaderCache();
return true;
}
void VideoSoftware::Shutdown()
{
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if (g_shader_cache)
g_shader_cache->Shutdown();
if (g_renderer)
g_renderer->Shutdown();
DebugUtil::Shutdown();
g_texture_cache.reset();
g_perf_query.reset();
g_framebuffer_manager.reset();
g_shader_cache.reset();
g_vertex_manager.reset();
g_renderer.reset();
ShutdownShared();
}
} // namespace SW