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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
VideoCommon: Move some common initialization logic to RenderBase
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@ -98,18 +98,10 @@ D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
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}
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}
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FramebufferManager::FramebufferManager()
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FramebufferManager::FramebufferManager(int target_width, int target_height)
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{
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m_target_width = g_renderer->GetTargetWidth();
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m_target_height = g_renderer->GetTargetHeight();
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if (m_target_height < 1)
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{
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m_target_height = 1;
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}
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if (m_target_width < 1)
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{
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m_target_width = 1;
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}
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m_target_width = static_cast<unsigned int>(std::max(target_width, 1));
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m_target_height = static_cast<unsigned int>(std::max(target_height, 1));
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DXGI_SAMPLE_DESC sample_desc;
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sample_desc.Count = g_ActiveConfig.iMultisamples;
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sample_desc.Quality = 0;
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@ -60,7 +60,7 @@ struct XFBSource : public XFBSourceBase
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class FramebufferManager : public FramebufferManagerBase
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{
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public:
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FramebufferManager();
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FramebufferManager(int target_width, int target_height);
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~FramebufferManager();
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static D3DTexture2D*& GetEFBColorTexture();
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@ -84,8 +84,6 @@ static void SetupDeviceObjects()
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{
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s_television.Init();
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g_framebuffer_manager = std::make_unique<FramebufferManager>();
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HRESULT hr;
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D3D11_DEPTH_STENCIL_DESC ddesc;
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@ -235,25 +233,13 @@ static void Create3DVisionTexture(int width, int height)
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delete[] sysData.pSysMem;
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}
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Renderer::Renderer(void*& window_handle)
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Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
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{
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D3D::Create((HWND)window_handle);
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
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FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
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UpdateDrawRectangle();
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s_last_multisamples = g_ActiveConfig.iMultisamples;
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s_last_efb_scale = g_ActiveConfig.iEFBScale;
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s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
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CalculateTargetSize();
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PixelShaderManager::SetEfbScaleChanged();
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g_framebuffer_manager = std::make_unique<FramebufferManager>(s_target_width, s_target_height);
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SetupDeviceObjects();
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// Setup GX pipeline state
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@ -907,7 +893,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
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g_framebuffer_manager.reset();
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g_framebuffer_manager = std::make_unique<FramebufferManager>();
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g_framebuffer_manager = std::make_unique<FramebufferManager>(s_target_width, s_target_height);
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float clear_col[4] = {0.f, 0.f, 0.f, 1.f};
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D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
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clear_col);
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@ -16,8 +16,8 @@ class D3DTexture2D;
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class Renderer : public ::Renderer
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{
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public:
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Renderer(void*& window_handle);
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~Renderer();
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Renderer();
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~Renderer() override;
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void SetColorMask() override;
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void SetBlendMode(bool forceUpdate) override;
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@ -6,6 +6,7 @@
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/D3D/BoundingBox.h"
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@ -144,11 +145,15 @@ bool VideoBackend::Initialize(void* window_handle)
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void VideoBackend::Video_Prepare()
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{
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if (FAILED(D3D::Create(reinterpret_cast<HWND>(m_window_handle))))
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PanicAlert("Failed to create D3D device.");
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// internal interfaces
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g_renderer = std::make_unique<Renderer>(m_window_handle);
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g_renderer = std::make_unique<Renderer>();
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g_texture_cache = std::make_unique<TextureCache>();
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g_vertex_manager = std::make_unique<VertexManager>();
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g_perf_query = std::make_unique<PerfQuery>();
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g_renderer->InitializeCommon();
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VertexShaderCache::Init();
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PixelShaderCache::Init();
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GeometryShaderCache::Init();
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