VideoCommon: Move some common initialization logic to RenderBase

This commit is contained in:
Stenzek
2017-03-04 16:40:08 +10:00
parent 277829d842
commit 238a70b006
22 changed files with 67 additions and 87 deletions

View File

@ -84,10 +84,10 @@ D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
}
}
FramebufferManager::FramebufferManager()
FramebufferManager::FramebufferManager(int target_width, int target_height)
{
m_target_width = std::max(g_renderer->GetTargetWidth(), 1);
m_target_height = std::max(g_renderer->GetTargetHeight(), 1);
m_target_width = static_cast<unsigned int>(std::max(target_width, 1));
m_target_height = static_cast<unsigned int>(std::max(target_height, 1));
DXGI_SAMPLE_DESC sample_desc;
sample_desc.Count = g_ActiveConfig.iMultisamples;

View File

@ -58,7 +58,7 @@ struct XFBSource final : public XFBSourceBase
class FramebufferManager final : public FramebufferManagerBase
{
public:
FramebufferManager();
FramebufferManager(int target_width, int target_height);
~FramebufferManager();
static D3DTexture2D*& GetEFBColorTexture();

View File

@ -101,8 +101,6 @@ StateCache gx_state_cache;
static void SetupDeviceObjects()
{
g_framebuffer_manager = std::make_unique<FramebufferManager>();
D3D12_DEPTH_STENCIL_DESC depth_desc;
depth_desc.DepthEnable = FALSE;
depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
@ -211,7 +209,7 @@ static void Create3DVisionTexture(int width, int height)
// D3D12TODO: 3D Vision not implemented on D3D12 backend.
}
Renderer::Renderer(void*& window_handle)
Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
{
if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
{
@ -219,21 +217,11 @@ Renderer::Renderer(void*& window_handle)
return;
}
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
UpdateDrawRectangle();
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_last_efb_scale = g_ActiveConfig.iEFBScale;
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
CalculateTargetSize();
PixelShaderManager::SetEfbScaleChanged();
g_framebuffer_manager = std::make_unique<FramebufferManager>(s_target_width, s_target_height);
SetupDeviceObjects();
// Setup GX pipeline state
@ -877,7 +865,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
nullptr);
g_framebuffer_manager.reset();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_framebuffer_manager = std::make_unique<FramebufferManager>(s_target_width, s_target_height);
const float clear_color[4] = {0.f, 0.f, 0.f, 1.f};
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(

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@ -17,8 +17,8 @@ class D3DTexture2D;
class Renderer final : public ::Renderer
{
public:
Renderer(void*& window_handle);
~Renderer();
Renderer();
~Renderer() override;
void SetColorMask() override;
void SetBlendMode(bool force_update) override;

View File

@ -163,11 +163,12 @@ bool VideoBackend::Initialize(void* window_handle)
void VideoBackend::Video_Prepare()
{
// internal interfaces
g_renderer = std::make_unique<Renderer>(m_window_handle);
g_renderer = std::make_unique<Renderer>();
g_texture_cache = std::make_unique<TextureCache>();
g_vertex_manager = std::make_unique<VertexManager>();
g_perf_query = std::make_unique<PerfQuery>();
g_xfb_encoder = std::make_unique<XFBEncoder>();
g_renderer->InitializeCommon();
ShaderCache::Init();
ShaderConstantsManager::Init();
StaticShaderCache::Init();